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Accelerando

  • casting time1 action
  • rangeShort (30 feet)

  • componentsV; S; M (licorice)
  • durationConcentration (6 rounds)

You play a complex and quick up-tempo piece that gradually gets faster and more complex; instilling the targets with its speed. You cannot cast another spell through your spellcasting focus while concentrating on this spell.Until the spell ends; targets gain cumulative benefits the longer you maintain concentration on this spell (including the turn you cast it).1 Round: Double Speed.2 Rounds: +2 bonus to AC.3 Rounds: Advantage on Dexterity saving throws.4 Rounds: An additional action each turn. This action can be used only to take the Attack (one weapon attack only); Dash; Disengage; Hide; or Use an Object action.When the spell ends; a target can't move or take actions until after its next turn as the impact of their frenetic speed catches up to it.Duration: Concentration (6 rounds) Cast at Higher LevelsYou may maintain concentration on this spell for an additional 2 rounds for each slot level above 4th.Rare VersionsKoren's Agile Accelerando. A target's additional action can be used to escape a grapple; and targets have advantage on saving throws made to avoid or escape a grapple.

Artificer Transmutation

Acid Arrow

  • casting time1 action
  • rangeLong (120 feet)

  • componentsV; S; M (flint arrowhead)
  • durationInstantaneous

A jet of acid streaks towards the target like a hissing; green arrow. Make a ranged spell attack. On a hit the target takes 4d4 acid damage and 2d4 ongoing acid damage for 1 round. On a miss the target takes half damage. Cast at Higher Levels Increase this spell's initial and ongoing damage by 1d4 per slot level above 3rd. Rare Versions Kreven's Insidious Acid Arrow. The acid stinks and disorients as it burns. A creature damaged by this spell makes a Constitution saving throw with advantage or it is poisoned until the end of its next turn. Gabal's Blinding Acid Arrow. The arrow flies to the target's sensory organs seeking to damage its sight. A creature damaged by this spell makes a Dexterity saving throw or it is blinded until the end of its next turn.

Artificer Evocation

Acid Splash

  • casting time1 action
  • rangeMedium (60 feet)

  • componentsV; S
  • durationInstantaneous

A stinking bubble of acid is conjured out of thin air to fly at the targets; dealing 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6); 11th level (3d6); and 17th level (4d6).

Artificer Conjuration

Aid

  • casting time1 action
  • rangeMedium (60 feet)

  • componentsV; S; M (measure of spirits)
  • duration8 hours

You draw upon divine power; imbuing the targets with fortitude. Until the spell ends; each target increases its hit point maximum and current hit points by 5. Cast at Higher Levels The granted hit points increase by an additional 5 for each slot level above 2nd. Rare Versions Stekart's Fortifying Aid. Once per round each target gains an expertise die on its first saving throw made to resist or end a condition.

Artificer Abjuration

Magical Tinkering

  • casting time1 action
  • rangeTouch

  • components--
  • durationUntil dispelled

USES: Up to your Intelligence modifier active at once. You imbue a Tiny nonmagical object with one of the following magical properties: it sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet; when tapped it emits a recorded message up to 6 seconds long; it continuously emits a odor or nonverbal sound; or a static visual effect appears on its surface. Each property lasts until you use this action again or until the object is more than 5 feet away from you for more than 1 minute.

Artificer Class Feature

Spellcasting

  • casting time--
  • range--

  • components--
  • durationPassive

Spellcasting ability: Intelligence. Spell slots regained on Long Rest. Artificer spells always require a tool as a spellcasting focus (Thieves Tools or Artisan Tools - you must be proficient with it). You prepare spells from the Artificer spell list after each Long Rest. Prepared spells = Intelligence modifier + half your Artificer level (rounded down; minimum 1). At Level 1 you have 2 spell slots; both Level 1. You gain higher slot levels as you level up.

Artificer Class Feature

Infuse Item

  • casting time--
  • range--

  • components--
  • durationPassive

USES: 2 infusion slots at Level 2; increasing as you level. You learn 4 Artificer Infusions of your choice and can infuse items during a Long Rest. Each infusion turns a nonmagical item into a magic item. You can have a number of infused items equal to your infusion slots. If you try to exceed this; the oldest infusion ends. Common infusions include: Enhanced Weapon (+1 magic weapon); Enhanced Defense (+1 armor/shield); Replicate Magic Item (copy a common magic item); Returning Weapon (thrown weapon returns to you); Boots of the Winding Path (teleport to recently occupied space).

Artificer Class Feature

Battle Ready

  • casting time--
  • range--

  • components--
  • durationPassive

(Battle Smith subclass) You gain proficiency with Martial weapons. When you attack with a magic weapon; you can use your Intelligence modifier instead of Strength or Dexterity for the attack and damage rolls. This is the core feature that makes Battle Smith a viable melee combatant - stack Intelligence and use it for everything.

Artificer Battle Smith

Steel Defender

  • casting timeBonus action (to command)
  • range5 feet of you (to summon)

  • components--
  • durationUntil destroyed or Long Rest

(Battle Smith subclass) USES: Summon once per Long Rest; or expend a spell slot to resummon if destroyed. You create a mechanical companion - a Steel Defender. It acts on YOUR initiative immediately after you. On your turn; use a Bonus Action to command it to move and use its Rend attack. If you don't command it; it uses the Dodge action. Stats: AC = 13 + INT modifier; HP = 2 + INT modifier + 5x Artificer level; Speed 40 ft. Attacks: Rend (+INT+PB to hit; 1d8+PB piercing) and Deflect (reaction - imposes Disadvantage on one attack against a creature within 5 ft of the Defender). Immune to Poison and Psychic damage; immune to Poisoned and Charmed conditions.

Artificer Battle Smith

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2nd 2nd
Cantrip Cantrip
2nd 2nd
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Ability Score Improvement

  • casting time--
  • range--

  • components--
  • durationPassive

At Level 4 you gain an Ability Score Improvement. You can increase one ability score by 2; or two ability scores by 1 each (max 20); OR you can take a Feat instead. As a Battle Smith; boosting Intelligence is usually the priority as it improves your attack rolls; damage; Steel Defender AC and HP; and your spell save DC all at once.

Artificer Class Feature

Extra Attack

  • casting time--
  • range--

  • components--
  • durationPassive

(Battle Smith subclass) Beginning at Level 5; you can attack twice instead of once when you take the Attack action on your turn. Note: this applies to weapon attacks only; not cantrips. This makes the Battle Smith one of the best melee Artificer options at mid-levels.

Artificer Battle Smith

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