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Artificer's Lore

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Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply

Rock Gnome Trait

Feature: Guild Membership

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  • components
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As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Background Feature

Chemical Mastery

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  • components
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By 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:

• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.

• You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

Artificer Alchemist Feature

Spell-Storing Item

  • casting time Long Rest
  • range Touch

  • components S, M
  • duration Until next long rest

simple or martial weapon or a spellcasting focus

You can now 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 artificer spell list that requires 1 action to cast (you needn't have it prepared).
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, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Artificer Class Feature

Restorative Reagents

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Starting at 9th level, you can incorporate restorative reagents into some of your works:

• Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).

• You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Artificer Alchemist Feature

Alchemical Savant

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  • components
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At 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's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Artificer Alchemist Feature

Flash of Genius

  • casting time Reaction
  • range 30 ft.

  • components
  • duration Instantaneous

You've gained 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.

Artificer Class Feature

The Right Tool for the Job

  • casting time 1 hour
  • range 5 ft.

  • components S, M
  • duration Indefinite

thieves' tools or artisan's tools

You've learned how to produce exactly the tool you need: with thieves' tools or artisan'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.

Artificer Class Feature

Experimental Elixir

  • casting time Long Rest / Action
  • range Touch

  • components S, M
  • duration Until next Long Rest

Empty Flask, Alchemist Supplies

Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.

Artificer Alchemist Feature

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Tinker [1/2]

  • casting time 1 hr
  • range Touch

  • components S, M
  • duration 24 hrs

10 gp worth of materials

Using tinker's tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it, at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's

Racial Feature Rock Gnome Feature

Tinker [2/2]

  • casting time 1 hr
  • range Touch

  • components S, M
  • duration 24 hrs

10 gp worth of materials

end or when it is closed.

Racial Feature Rock Gnome Feature

Spell-Refueling Ring

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

6th level, A ring, requires attunement

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

Artificer Infusion

Returning Weapon

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

A simple or martial weapon with the thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

Artificer Infusion

Resistant Armor

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

6th level, A suit of armor, requires attunement

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Artificer Infusion

Repulsion Shield

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

6th level, A shield, requires attunement

A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Artificer Infusion

Repeating Shot

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

A simple or martial weapon with the ammunition property, requires attunement

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Artificer Infusion

Radiant Weapon

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

6th level, A simple or martial weapon, requires attunement

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Artificer Infusion

Mind Sharpener

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Artificer Infusion

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Homunculus Servant

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

A gem or crystal worth at least 100 gp

The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the homunculus's appearance.

The homunculus is friendly to you and your companions, and it obeys your commands.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

Artificer Infusion

Helm of Awareness

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

10th level, A helmet, requires attunement

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated.

Artificer Infusion

Enhanced Weapon

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

A simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

Artificer Infusion

Enhanced Defense

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

Artificer Infusion

Enhanced Arcane Focus

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

A rod, staff, or wand, requires attunement

While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level in this class.

Artificer Infusion

Boots of the Winding Path

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

6th level, A pair of boots, requires attunement

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Artificer Infusion

Armor of Magical Strength

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

A suit of armor, requires attunement

This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

• When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.

• If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains 1d6 expended charges daily at dawn.

Artificer Infusion

Arcane Propulsion Armor

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

14th level, A suit of armor, requires attunement

The wearer of this armor gains these benefits:
• The wearer's walking speed increases by 5 feet.
• The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
• The armor can't be removed against the wearer's will.
• If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Artificer Infusion

Magical Tinkering

  • casting time Action
  • range Touch

  • components S,M
  • duration Indefinite

As an action with thieves' or artisan's tools in hand, you touch a Tiny nonmagical object and give it one of the following magical properties of your choice:
• 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.
The chosen property lasts indefinitely or until you end it as an action while touching it. You can affect up to your Int mod number of objects at a time, and no single object can bare more than one property. If you exceed your maximum, the oldest property immediately ends.

Artificer Class Feature

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Infuse Item

  • casting time Long Rest
  • range Touch

  • components S,M
  • duration Indefinite

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, provided that it meets the object requirements in the infusion description. If required, you can attune yourself to the item 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.

Your infusion remains in an item until your Int mod days after your death. The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest, up to the maximum shown in the Infused Items column of the Artificer table. Each of your infusions can be in only one object at a time, and no object can bear more than one of your infusions. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Artificer Class Feature

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