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Artificer

#1
[Image: bKNnEuT.png]





Class Availability

Artificers Total 5/10
Gadgetsmith: 0/3
Thundersmith: 2/3
Golemsmith: 0/3
Potionsmith: 1/3
Fleshsmith: 1/3



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Hit Dice 1d8 per artificer level
Hit Points at first level 8HP + Constitution Modifier
Hit Points at higher levels Roll a d8 or Average (5) + Constitution Modifier

Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items.







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[*]Proficiencies
Whenever doing the following things, add the proficiency bonus listed in the class table below.
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Armour Light and medium armour.
Weapons Simple weapons, hand crossbow, heavy crossbow.
Tools Thieves’ tools, one other tool of your choice.
Saving Throws Constitution, Intelligence.
Skills Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, and Sleight of Hand.






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Ability Score Minimum 13 Intelligence
Proficiencies Gained Light armour and the Arcana skill.




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[*]Class Skills Table
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|Artificer Specialisation|
Level: 1st
Description/Effect: You focus your craft on a particular specialization: Gadgetsmith, Golemsmith, Potionsmith, Thundersmith, or Fleshsmith, each of which are detailed at the end of the class description.

|Magic Item Analysis|
Level: 1st
Description/Effect: Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals.

|Tools of the Trade|
Level: 2nd
Description/Effect: Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.



|Arcane Retrofit|
Level: 2nd
Description/Effect: You gain the ability to retrofit magical gear. During a long rest you can perform a ritual using any +1/2/3 weapon (excluding artifacts and sentient weapons) to transfer the magic into an artificer weapon (a weapon created by subclass feature or upgrade). This includes weapon-like Upgrades that make attack and damage rolls. You cannot transfer any properties from a magical weapon besides a bonus to attack and damage rolls, and the original weapon is destroyed.

Additionally, you can convert a set set of armour with a magical bonus to Armour Class to a lighter armour type.

|Specialisation Upgrade|
Level: 3rd
Description/Effect: Your expert craftsmanship allows you to improve, modify, or add to your specialisation's features. Choose an upgrade from the list at the end of your specialisation, and gain the benefits listed in the description of the Upgrade.

You select an additional Upgrade every two levels starting at 5th, until 19th level. You cannot select an Upgrade
more than once, unless the Upgrade's description says otherwise. Whenever you level up, you can exchange one of your existing upgrades for another upgrade of the same level requirement as the replaced upgrade.

In any case that a specialisation allows an Upgrade to be swapped out, Upgrades must always be selected as if the Artificer is the level they were when they got that Upgrade slot. For example, if you replace your Stormforged Weapon and reselect all of your upgrades as a 5th level Artificer, you could select one 3rd level upgrade and one 5th level upgrade, or two 3rd level upgrades, but you would not be able to select two 5th level upgrades.

|Specialisation Feature|
Level: 3rd
Description/Effect: You gain a feature based off of your choice of Artificer Specialisation.

|Ability Score Improvement|
Level: 4th
Description/Effect: You can increase one of your ability scores by 2, or two of your ability scores by 1. As normal, you cannot use this to increase an ability score above 20.

|Specialisation Feature|
Level: 5th
Description/Effect: You gain a feature based off of your choice of Artificer Specialisation.

|Arcane Reconstruction|
Level: 6th
Description/Effect: You have mastered the knowledge of using magic to repair things. You learn the mending cantrip, and can cast it at will. Additionally, you learn the cure wounds spell. If you already know cure wounds you can select another spell from the Artificer list. When you cast cure wounds, it can heal constructs in addition to normally valid targets.

|Cross Disciplinary Knowledge|
Level: 6th
Description/Effect: You can expand on your knowledge across fields. You can craft one of the following: a Thundersmith's Stormforged Weapon, a Potionsmith's Alchemical Reagent Pouch and Alchemical Fire or Alchemical Acid, or a Standard Gadgetsmith Upgrade.

If you select a Stormforged Weapon, you gain proficiency with that weapon and knowledge of how to make ammunition for it (if required). You cannot apply Infused Weapon to another weapon granted by this class. If this selection is lost or destroyed, you can remake it following the hrs for remaking the select item in subclass.

|Wondrous Item Proficiency|
Level: 7th
Description/Effect: Your familiarity with the workings of magical items means that you can ignore class based restrictions on attuning to magical items.

Additionally, you can now attune to 4 magical items at once.

|Wondrous Item Recharge|
Level: 10th
Description/Effect: You can recharge a magic item that has charges, as long as those charges can only be used to cast spells. To restore charges, you perform a ritual that takes one minute and expends a spell slot of equal or higher level then a spell slot level of a spell cast by the item. The number of charges restored to the item is equal to the number of charges required to cast that spell using the item once.

|Study of Magic|
Level: 11th
Description/Effect: Your proficiency in the workings of magic has become so great you can cast detect magic and identify at will. Additionally, you have advantage on all Intelligence (Arcana) checks to understand the workings of magical traps, effects, or runes.

|Specialisation Feature|
Level: 14th
Description/Effect: You gain a feature based off of your choice of Artificer Specialisation.

|Wondrous Item Mastery|
Level: 18th
Description/Effect: You can activate a magic item that would normally take an action as a bonus action instead. Additionally, you can attune to 5 magical items at a time.

|Peerless Inventor|
Level: 20th
Description/Effect: Your mind is always thinking of new options and clever solutions. You can select and create temporary version of an Upgrade from your subclass you are qualified to take but do not have with a level requirement of 11th level or lower as an action.

You have this upgrade until you complete a short rest. You cannot select another temporary Upgrade in this fashion until you complete a short or long rest.





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