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Artificer

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

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from History, Investigation,

Equipment
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


Magical Tinkering
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 have thieves’ tools, 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:

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. As an action, you can touch the object and end the property early.

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.

Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ 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. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.
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.

Cantrips
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.

Cantrips
Level 1 = 2 Cantrips
Level 10 = 3 Cantrips

Spell Slots
Level 1 = Two 1st
Level 3 = Three 1st
Level 5 = Four 1st, Two 2nd
Level 7 = Four 1st, Three 2nd
Level 9 = Four 1st, Three 2nd, Two 3rd
Level 11 = Four 1st, Three 2nd, Three 3rd

Spells Known
Intelligence modifier + half your artificer level, rounded down (minimum of one spell)
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.

Spellcasting Ability
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Infuse Item
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.
When you gain this feature, pick three artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. 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.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusions Known
Level 2 = 3 Infusions
Level 4 = 4 Infusions
Level 7 = 5 Infusions
Level 11 = 6 Infusions

Infusing an Item
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.
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.

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. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

Artificer Infusions
Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.

Initial Infusions

Enhanced Defense
Item: 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 12th level in this class.

Enhanced Weapon
Item: 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 12th level in this class.

Bag of Holding
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Many-Handed Pouch
Prerequisite: 4th-level artificer
Item: 2–5 pouches
The infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents.
If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.

Replicate Magic Item
Prerequisite: See below
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

Level 12 Infusions

Headband of Intellect
Wondrous Item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

Cloak of Protection
Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.

Gauntlets of Oger power
Wondrous Item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Gloves of missle snearing
Wondrous Item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Hat of Disguise
Wondrous Item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Pipes of Hauting
Wondrous Item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.


Tool Expertise
Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Artillerist
An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands—that can be used on the battlefield. Artillerists were valued by all the armies of the Last War.

Tools of the Trade
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies
You gain proficiency with smith’s tools and woodcarver’s tools, assuming you don’t already have them. You also gain those tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.
In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells. You also gain a nonmagical, wooden wand for free, which you’ve carved in your spare time.

Crafting
If you craft a magic item in the scroll category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Artillerist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Level 3
shield, thunderwave
Level 5
scorching ray, shatter
Level 9
fireball, wind wall

Arcane Turret
At 3rd level, you learn how to create a magical turret. With your smith’s tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you.
The turret is a magical object that occupies its space and that has crablike legs.
It has an AC of 18 and a number of hit points equal to five times your artificer level.
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).
If the mending spell is cast on it, it regains 2d6 hit points.
It disappears if it is reduced to 0 hit points or after 10 minutes.
You can dismiss it early as an action.

When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.

You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears.

As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.

Flamethrower
The turret 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 1d8 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’t being worn or carried.

Force Ballista
Make a ranged spell attack, originating from the turret, 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 turret.

Defender
The turret 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).


Ability Score or Feat


Arcane Armament
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack.


Wand Prototype
By 6th level, you now regularly experiment with channeling different types of magic through wands. Whenever you finish a long rest and your woodcarver’s tools are with you, you can touch a nonmagical, wooden wand and turn it into a magic item. When you do so, you invest it with one artificer cantrip of your choice—even one you don’t know—that has a casting time of 1 action. As an action, you can cause the magic wand to produce the cantrip, using your spellcasting ability modifier (other creatures are unable to use the wand’s magic). The wand loses this magic when you finish your next long rest.

Any damage roll you make for a cantrip in the wand gains a bonus equal to your Intelligence modifier (minimum of +1).
When you reach 14th level in this class, you can invest the wand with two cantrips at the end of a long rest.



Ability Score or Feat



The Right Cantrip for the Job
At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.



Ability Score or Feat

Cleric Of Knowledge

Hit Dice: 1d8 per level
Hit Points at 1st level: 8 + Con mod
Hit Points at Higher levels: 1d8 + Con mod per level above 1st.

Proficiencies
Armor: Light armor, medium armor, shields


3 Cleric Cantrips

Spells Known
Wisdom modifier + your cleric level (min. 1 spell) You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.
Spell save DC= 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier= your proficiency bonus + your Wisdom modifier

Ritual Casting
You may cast any cleric spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot.

Spellcasting Focus
You may use a holy symbol as a spellcasting focus for your spells. Every deity or religion has at least one holy symbol, and you may use any associated with your religion. They are traditionally amulets or pendants, but can also be signet rings, insignias on a shield, or even a held banner. Whatever form they take, you must be able to take hold of the object and present it towards the target(s) of your spell..

Divine Domain Features

Knowledge Domain Spells
Cleric Level Spells
1st command, identify
3rd augury, suggestion
5th nondetection, speak with dead
7th arcane eye, confusion
9th legend lore, scrying

Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills:History, Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Bard Of Lore


Hit Dice: 1d8 per level
Hit Points at 1st level: 8 + Con mod
Hit Points at Higher levels: 1d8 + Con mod per level above 1st.

Proficiencies
Armor: Light armor
Tools: One musical instruments Flute.
Skills: Perception


Spellcasting
2 Cantrips

Spell Slots

Spells Known
Level 1 = 4 Spells
Level 2 = 5 Spells
Level 3 = 6 Spells

In addition, whenever you gain a level in this class, you may choose one of the bard spells you know and replace it with another bard spell, which must also be of a level for which you have slots.
Spell save DC= 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier= your proficiency bonus + your Charisma modifier

Ritual Casting
You may cast any bard spell you know as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot.

Spellcasting Focus
You may use any musical instrument as a spellcasting focus for your spells.

Bardic Inspiration
You can inspire others with stirring words or music. You may use a bonus action to grant a Bardic Inspiration die to one creature within 60 feet. This die is a D6.
This die lasts for 10 minutes or until expended.
A creature with a Bardic Inspiration die can expend it to roll the die and add the result to any one ability check, attack roll, or saving throw it makes. The creature may use this before or after the d20 is rolled, but only before the DM announces whether the roll was a success or failure. A creature may only have one Bardic Inspiration die at a time.
This ability may be used a number of times equal to your Charisma mod (min. 1). You regain expended uses when you finish a long rest.


Jack of All Trades
At 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest
At 2nd level, you can use your music to revitalize wounded allies during a Short Rest. When you or any friendly creatures who can hear your performance regain hit points at the end of a Short Rest, they regain an extra 1d6 hit points.


Bard Collage

Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice, Insight, Persuasion, Deception

Cutting Words
at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Expertise
At 3rd level, choose two of your skill proficiencies (perception, Arcana). Your proficiency bonus is doubled for any ability check you make that uses either skill.

Arcane Trickster


Hit Dice: 1d8 per level
Hit Points at 1st level: 8 + Con mod
Hit Points at Higher levels: 1d8 + Con mod per level above 1st

Armor: Light Armor
Tools: Thieve's Tools
Skills: Choose ONE: Sleight of Hand


Expertise
At 1st level, choose two of your skill proficiencies, (Slight of Hand, Deception). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiency (in skills or with thieves' tools) to gain this benefit.

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieve's Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey sue h a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.


Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.


3 cantrips
3 spells
2 1st level slots

When you reach 3rd level, you gain the ability to cast spells.
Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Replicable Magic Items Magic Item Attunement Alchemy jug No Bag of holding No Cap of water breathing No Cloak of the manta ray No Goggles of night No Lantern of revealing No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Magic Items (12th-Level Artificer) Magic Item Attunement Boots of elvenkind No Boots of striding and springing Yes Boots of the winterlands Yes Bracers of archery Yes Brooch of shielding Yes Cloak of elvenkind Yes Cloak of protection Yes Eyes of charming Yes Eyes of the eagle Yes Gauntlets of ogre power Yes Gloves of missile snaring Yes Gloves of swimming and climbing Yes Gloves of thievery No Hat of disguise Yes Headband of intellect Yes Helm of telepathy Yes Medallion of thoughts Yes Periapt of wound closure Yes Pipes of haunting No Pipes of the sewers Yes Quiver of Ehlonna No Ring of jumping Yes Ring of mind shielding Yes Ring of water walking No Slippers of spider climbing Yes Winged boots Yes

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