Mystic Conflux. Through your repeated exposure to the herbal go with the flow of arcane magic during Exandria, you may have adapted to attune with additional enchantments, even though the process can also be bodily taxing.The Amazing Net Libram of 10,000 Random Magical Resultshttps://centralia.aquest.com/downloads/NLRMEv2.pdfAttuning to magical items, all you want to understand, and...CREATORs! Seems that are some questions concerning the Unearthed Arcana Class: Artificer; I've accrued all of the answers from our sensible Masters Mike&Jeremy. @jaa0109 @mikemearlsNo modifier is added to the wear and tear of the Thunder Cannon, right kind? Just confirming that. It's a ranged weapon attack, so it follows the rules for such assaults.Artificer . A gnome sits hunched over a workbench, moderately using needle and thread to wave runes right into a leather-based satchel. The bag shudders as she completes her paintings, and a unexpected, loud pop echoes during the room as a portal to an extradimensional area springs to being within the bag's interior.Every journey holds the promise — but not a guarantee — of discovering a number of magic pieces. This bankruptcy gifts an collection of magic items that hints on the wider number of magic pieces ready to be found in the worlds of D&D.
Now we're going to create a magic merchandise that's additionally themed to our situation. We've chosen a collection of magical Studded Leather, with shadow powers, which can be on a formidable Shadow Goblin captain (we will create this as a separate monster, based on our Shadow Goblin above)..Attunement is essentially the method of bonding a character to a powerful object in the game. This could be anything from Gauntlets of Ogre Power to a Robe of the Archmage. Attunement means that you can get entry to the overall power of the article however since it is restricted to 3 items as of 5e it also keeps anybody personality from being two overpowered.Benefit . If you effectively activate an merchandise with the Use Magic Device ability, you can take a free motion to attune your self to the item. For the next 24 hours, you'll be able to turn on that merchandise with out making further Use Magic Device exams.The latest tweets from @mikemearls
Most of the time the D&d Attunement Slots unfastened spins are presented on a particular slot gadget, usually a new or promoted D&d Attunement Slots slot system. Popular slot machines at no cost spins are Starburst, Gonzo's Quest, Warlords, Mega Fortune Dreams, Scruffy Duck and Dazzle me.Attunement Some Magic Items require a creature to shape a bond with them before their magical Properties can be used. This bond is named attunement, and certain pieces have a prerequisite for it. If the prerequisite is a category, a creature will have to be a member of that class to attune to the item.Aug 9, 2019 - https://i.imgur.com/gtS5luG.png Sooo, has any person completed a weapon that triggers Vicious Mockery? If so, how have you statted it?In the D&D Next playtest, we introduced the idea of magic item attunement. Attunement is a huge get advantages for DMs and recreation stability, in that it limits the collection of tough magic pieces a personality can use. When you attune an item, you permit its magic to mingle with your own existence essence.Attunement is a device designed to decrease the amount of craziness that 3.5 characters were given to. Even for seasoned avid gamers, it will become so much to deal with. Now, we change the ability to have as many magic items and turn into as powerful as we would like, for something more balanced and simple to read… though perhaps no longer essentially better.
An update of the UA Artificer.
A gnome sits hunched over a workbench, carefully the use of needle and thread to wave runes into a leather satchel. The bag shudders as she completes her paintings, and a surprising, loud pop echoes throughout the room as a portal to an extradimensional area springs to being within the bag’s interior. She beams with delight at her newly crafted bag of conserving.
A troll growls in hunger because it looms over a dwarf, who slides an extended, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll’s growls change into shrieks of panic as it turns to flee.
An elf scrambles up the castle’s wall, Baron von Hendriks’ males shut in the back of her. As she clambers over the battlements, she reaches into her satchel, pulls out 3 vials, mixes their contents right into a small leather-based bag, and flings it at her pursuers. The bag bursts at their toes, trapping them in a thick, black glue as she makes her escape.
Makers of magic-infused items, artificers are defined through their ingenious nature. Like wizards, they see magic as a posh machine waiting to be decoded and controlled thru a mix of thorough study and investigation. Artificers, regardless that, focus on growing marvelous new magical gadgets. Spells are continuously too ephemeral and temporary for his or her tastes. Instead, they search to craft sturdy, useful items.Cunning Inventors
Every artificer is defined via a selected craft. Artificers see mastering the basic strategies of a craft as step one to true growth, the discovery of recent strategies and approaches. Some artificers are gunsmiths, students of invention and battle who craft deadly firearms that they may be able to increase with magic. Other artificers are alchemists. Using their wisdom of magic and quite a lot of exotic ingredients, they invent potions and draughts to aid them on their adventures. Others still are mechanists crafting clockwork servants who perform their wishes. Alchemy, mechanics, and gunsmithing are the three maximum common spaces of study for artificers, however others do exist.
All artificers are united by means of their curiosity and creative nature. To an artificer, magic is an evolving artwork with a leading edge of discovery and mastery that pushes further forward with each passing year. Artificers value novelty and discovery. This penchant pushes them to hunt a lifetime of adventure. A hidden damage would possibly hold a forgotten magic merchandise or a fantastically crafted replicate best possible for magical enhancement. Artificers win recognize and renown among their kind by means of uncovering new lore or inventing new methods of introduction.Intense Rivalries
The artificers’ drive to invent and make bigger their knowledge creates an intense pressure to uncover new magic discoveries. An artificer who hears information of a newly came upon magic item should act fast to get it ahead of any opponents do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to possess. Evil ones have no drawback committing crimes to say what they would like.
Almost each artificer has a minimum of one rival, any person whom they search to outdo at each and every turn. By the same token, artificers with an identical philosophies and theories band in combination into loose guilds. They proportion their discoveries and work in combination to make sure their theories and keep ahead in their opponents.Creating an Artificer
When developing an artificer personality, consider your personality’s background and force for journey. Does the nature have a rival? What is the character’s relationship with the artisan or artificer who taught the fundamentals of the craft? Talk for your DM in regards to the role performed by artificers in the campaign, and what sort of organizations and NPCs you will have ties to.Quick Build
You can make an artificer briefly by means of following those tips. First, put your perfect talent ranking in Intelligence, followed through Constitution or Dexterity. Second, make a selection the guild artisan background.Class Features
As a Artificer you gain the following magnificence features.Hit Points
Hit Dice: 1d8 per Artificer levelHit Points at 1st Level: 8 + Constitution modifierHit Points at Higher Levels: 1d8 (or 5) + Constitution modifier in keeping with Artificer level after 1stProficiencies
Armor: gentle, mediumWeapons: simple weaponsTools: three device proficiencies of your choiceSaving Throws: Constitution, IntelligenceSkills: Choose 3 from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of HandEquipment
You start with the next apparatus, along with the apparatus granted by your background:(a) a handaxe and a light hammer or (b) any two easy weapons a mild crossbow and 20 bolts (a) scale mail or (b) studded leather-based armor one set of equipment (your choice) and a dungeoneer’s pack Table: The Artificer Level ProficiencyBonus Features Spells Known —Spell Slots in line with Spell Level— 1st 2d 3rd 4th fifth 1st +2 Artificer Specialist, Magic Item Analysis — — — — — — 2d +2 Spellcasting, Tool Expertise, Wondrous Invention 3 2 — — — — 3rd +2 Artificer Specialist function 4 3 — — — — 4th +2 Ability Score Improvement, Arcanomechanical Armor, Infuse Magic 4 3 — — — — fifth +3 Artificer Specialist characteristic, Wondrous Invention 5 4 2 — — — sixth +3 Mechanical Servant, Superior Attunement 6 4 2 — — — seventh +3 — 7 4 3 — — — 8th +3 Ability Score Improvement 8 4 3 — — — 9th +4 Artificer Specialist function 9 4 3 2 — — 10th +4 Wondrous Invention 10 4 3 2 — — eleventh +4 — 11 4 3 3 — — twelfth +4 Ability Score Improvement 11 4 3 3 — — 13th +5 — 12 4 3 3 1 — 14th +5 Artificer Specialist characteristic, Superior Attunement 12 4 3 3 1 — 15th +5 Wondrous Invention 13 4 3 3 2 — sixteenth +5 Ability Score Improvement 13 4 3 3 2 — 17th +6 Artificer Specialist function 14 4 3 3 3 1 18th +6 — 14 4 3 3 3 1 nineteenth +6 Ability Score Improvement 15 4 3 3 3 2 20th +6 Soul of Artifice, Wondrous Invention 16 4 3 3 3 2 Artificer Specialization
At 1st level, you choose the kind of Artificer Specialist you are: Alchemist or Gunsmith, which can be detailed on the finish of the category description. Your selection grants you features at 1st point and once more at 3rd, fifth, 9th, 14th, and seventeenth point.Magic Item Analysis
Starting at 1st point, your figuring out of magic pieces allows you to analyze and perceive their secrets. You know the artificer spells locate magic and determine, and you'll be able to cast them as rituals. You don’t wish to provide a subject material component when casting determine with this magnificence feature.Tool Expertise
Starting at 2d point, your talent bonus is doubled for any talent take a look at you are making that uses any of the software proficiencies you achieve from this elegance.Wondrous Invention
At 2d level, you gain using a magic merchandise that you have crafted. Choose an item of the rarity listed for 2nd point from the table below.
Crafting an merchandise is a difficult job. When you acquire a magic merchandise from this option, it reflects lengthy hours of analysis, tinkering, and experimentation that allowed you to complete the item. You are assumed to work on this item to your recreational time and to complete it whilst you level up.
You complete some other merchandise of your choice while you achieve positive ranges in this class: 5th, 10th, 15th, and twentieth point. The item you select will have to be of the rarity listed on your current artificer point or a decrease point. If an item you gained from this feature is lost, fully expended, or destroyed, you'll be able to exchange it with every other similar item over the course of three days of work (eight hours each day) via expending steel and other uncooked materials with a total value in line with the desk under. Completing the brand new item eliminates the magic from your earlier item, turning it into a nonmagical item. Additionally, while you achieve a level in this class, you'll make a choice probably the most magic pieces you gained from this feature and replace it with some other magic merchandise. The new magic item must be of the similar rarity as the unique magic item.
These magic item classes are detailed in Xanathar's Guide to Everything. Magic pieces are detailed within the Dungeon Master's Guide.Wondrous Invention Table Level Rarity Replacement Cost 2d Minor item, Uncommon / Minor merchandise, Common 250 gp / seventy five gp 5th Minor item, Uncommon 250 gp tenth Minor item, Rare 500 gp fifteenth Major merchandise, Very Rare one thousand gp 20th Major item, Very Rare a thousand gp Spellcasting
As part of your study of magic, you achieve the ability to solid spells at 2d point. The spells you be informed are limited in scope, essentially eager about enhancing creatures and objects or developing pieces.Spell Slots
The Artificer desk shows what number of spell slots you have to cast your spells of 1st point and better. To cast this sort of spells, you must burn up a slot of the spell’s level or upper. You regain all expended spell slots while you finish a protracted rest.Spells Known of 1st Level and Higher
You know 3 1st-level spells of your choice from the artificer spell record (which seems at the finish of this file).
The Spells Known column of the Artificer table shows when you learn extra artificer spells of your selection from this selection. Each of those spells must be of a degree for which you've got spell slots on the Artificer table.
Additionally, when you gain a degree on this class, you can choose some of the artificer spells you understand from this feature and replace it with some other spell from the artificer spell listing. The new spell should also be of a degree for which you've gotten spell slots on the Artificer table.Spellcasting Ability
Intelligence is your spellcasting talent on your artificer spells; your understanding of the speculation in the back of magic means that you can wield these spells with superior ability. You use your Intelligence each time an artificer spell refers in your spellcasting talent. In addition, you use your Intelligence modifier when environment the saving throw DC for an artificer spell you solid and when making an assault roll with one.Spell save DC = 8 + your proficiency bonus + your Intelligence modifierSpell attack modifier = your talent bonus + your Intelligence modifierSpellcasting Focus
You can use an arcane center of attention as a spellcasting center of attention on your artificer spells. See chapter 5, “Equipment,” within the Player’s Handbook for quite a lot of arcane focus choices.Arcanomechanical Armor
Innovation and artifice can be a unhealthy apply. As a protect in contrast risk, you could have developed a swimsuit of armor.
Starting at 4th level, you can convert a swimsuit of armor into arcanomechanical armor. The arcanomechanical armor makes use of the present armor's recreation statistics. It has the following adjustments:It is a magic merchandise that only you'll attune to. While you are attuned to it and wearing it, it grants you resistance to drive damage. It weighs part as a lot an ordinary go well with of armor of its sort.
You can create a brand new go well with of arcanomechanical armor on the end of an extended relaxation by touching a nonmagical go well with of armor, which magically transforms it. Doing so gets rid of the magic out of your previous arcanomechanical armor, turning it into nonmagical armor.Infuse Magic
Starting at 4th point, you acquire the ability to channel your artificer spells into items for later use. When you cast an artificer spell with a casting time of one action, 1 bonus motion, or 1 reaction, you can building up its casting time to 1 minute. If you accomplish that and hang a nonmagical item right through the casting, you burn up a spell slot, however none of the spell’s results occur. Instead, the spell transfers into that item for later use if the item doesn’t already comprise a spell from this feature.
Any creature holding the object thereafter can use the casting time of the unique spell (1 action, 1 bonus motion, or 1 reaction) to turn on the spell if the creature has an Intelligence score of at least 6. The spell is cast the usage of your spellcasting talent, concentrated on the creature that activates the article. If the spell targets more than one creature, the creature that turns on the article selects the extra goals. If the spell has a space of impact, it is centered at the item. If the spell’s range is self, it goals the creature that turns on the object. If the spell requires focus, the creature that activates the thing maintains the concentration as though they'd cast the spell.
When you infuse a spell in this approach, it will have to be used within Eight hours. After that point, its magic fades and is wasted.
You will have a restricted selection of infused spells at the identical time. The quantity equals your Intelligence modifier.Ability Score Improvement
When you reach 4th, 8th, twelfth, sixteenth, and 19th level, you'll be able to increase one ability ranking of your selection through 2, or you can building up two ability ratings of your selection via 1. As commonplace, you can’t building up a capability score above 20 using this feature.Mechanical Servant
At 6th level, your analysis and mastery of your craft permit you to produce a mechanical servant. The servant is a assemble that obeys your instructions without hesitation and purposes in battle to give protection to you. Though magic fuels its creation, the servant is not magical itself. You are assumed to had been running on the servant for quite a while, in the end completing it all over a brief or long relaxation after you reach sixth point.
Select a Large or smaller beast with a challenge rating of two or less, or create a Large or smaller beast with a challenge rating of two or less using the monster introduction laws in the DMG. The servant makes use of that beast's game statistics, however it could possibly glance on the other hand you like, so long as its shape is suitable for its statistics. It has the next modifications:It is a assemble as an alternative of a beast. It cannot be charmed. It is proof against poison harm and the poisoned condition It beneficial properties darkvision with a range of 60 ft if it doesn't have it already. It understands the languages you can discuss when you create it, but it cannot talk. If you are the goal of a melee assault and the servant is within Five ft of the attacker, you'll use your response to command the servant to respond, using its reaction to make a melee attack against the attacker.
The servant obeys your orders to the most efficient of its talent. In battle, it acts on your initiative, and also you determine its movements and choices. If you're incapacitated or absent, your servant acts by itself.
Your servant may spend hit dice to heal all through a short relaxation in case you are provide and ready to make upkeep. Long rests for the construct practice the same regulations as gamers.
If the servant is killed, it can be returned to existence by way of customary manner, equivalent to with the revivify spell. In addition, over the process an extended leisure, you can restore a slain servant if in case you have get entry to to its frame. It returns to lifestyles with 1 hit point on the finish of the rest. If the servant is beyond restoration, you'll be able to build a brand new one with one week of work (Eight hours every day) and 1,000 gp of raw fabrics.Superior Attunement
At 6th point, your awesome figuring out of magic pieces lets you grasp their use. You can now attune to up to four, rather than 3, magic pieces at a time.
At 14th level, this limit will increase to five magic pieces.Soul of Artifice
At twentieth level, your figuring out of magic items is unmatched, permitting you to mingle your soul with pieces related to you. You can attune to up to six magic pieces immediately. In addition, you gain a +1 bonus to all saving throws in line with magic item you are these days attuned to.
Artificers pursue a variety of specializations. The most common, alchemy and gunsmithing, are introduced here.Alchemist
An alchemist is knowledgeable at combining exotic reagents to produce a number of fabrics, from therapeutic draughts that can mend a wound in moments to clinging goo that slows creatures down.Master Alchemist
When you select this specialization at 1st level, you acquire proficiency with alchemist’s equipment, and you be told the mending cantrip.Alchemist’s Satchel
At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you simply use to create a lot of concoctions. The bag and its contents are each magical, and this magic permits you to pull out precisely the right materials you need to your Alchemical Formula choices, described under. After you utilize one of those options, the bag reclaims the fabrics.
If you lose this satchel, you can create a brand new one over the course of 3 days of work (eight hours each day) via expending one hundred gp worth of leather-based, glass, and different uncooked materials.Alchemical Formula
At 1st level, you learn 3 Alchemical Formula choices of your selection. You be told an additional method of your choice at 3rd, 5th, ninth, 14th, and 17th levels. Additionally, while you achieve a level on this elegance, you'll be able to make a choice one of the most Alchemical Formula options you recognize and exchange it with some other.
To use any of those options, your Alchemist’s Satchel should be inside of achieve.
If an Alchemical Formula choice calls for a saving throw, the DC is 8 + your skillability bonus + your Intelligence modifier.
Alchemical Acid. As an action, you'll reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 toes of you (the vial and its contents disappear in case you don’t hurl the vial via the top of the present turn). The vial shatters on impact, and the target must make a Dexterity saving throw, taking 1d6 acid harm on a failed save. An object automatically takes that damage, and the damage is maximized.
As a part of the action used to tug out the vial, you'll be able to open the vial as a substitute of hurling it, releasing a jet of acid in a line 30 feet lengthy and Five ft vast (the vial and its contents disappear in the event you don’t use the vial by the tip of the current turn). The vial then disappears. Each creature within the line should make a Dexterity saving throw, taking 1d6 acid damage on a failed save. An object within the line routinely takes that harm, and the damage is maximized. After the usage of the system in this manner, you'll't use it once more on this way for 1 minute (you'll nonetheless use this system within the normal method).
This system’s damage increases through 1d6 when you succeed in positive ranges in this elegance: 3rd level (2d6), 5th level (3d6), 7th level (4d6), ninth level (5d6), 11th point (6d6), 13th level (7d6), 15th point (8d6), 17th level (9d6), and 19th point (10d6).
Alchemical Fire. As an motion, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface inside 30 feet of you (the vial and its contents disappear for those who don’t hurl the vial through the tip of the present flip). On have an effect on, the vial detonates in a 5-foot radius, and each and every creature within the radius must make a Dexterity saving throw. A creature takes 1d6 hearth damage on a failed save. The liquid ignites flammable objects within the area that aren't being worn or carried.
Alternately, you'll be able to purpose the vial to detonate in a 15 foot radius relatively than a 5 foot radius. After the usage of the method on this means, you'll be able to't use it again on this means for 1 minute (you can still use this components in the commonplace method).
This components’s damage increases by means of 1d6 when you succeed in certain ranges in this magnificence: 4th level (2d6), 7th level (3d6), 10th point (4d6), thirteenth point (5d6), sixteenth level (6d6), and 19th level (7d6).
Alchemical Thunder. As an motion, you'll reach into your Alchemist’s Satchel, pull out a clay pot of unstable powder, and hurl the pot at a creature, object, or surface inside of 30 feet of you (the pot and its contents disappear should you don’t hurl the pot by means of the end of the current turn). On have an effect on, the pot detonates in a 5-foot radius, and each and every creature within the radius should make a Dexterity saving throw. A creature takes 1d6 thunder injury on a failed save.
Alternately, you can purpose the pot to detonate in a fifteen foot radius slightly than a 5 foot radius. After the usage of the system in this means, you can't use it once more on this means for 1 minute (you'll still use this formulation within the customary approach).
This components’s harm will increase by way of 1d6 whilst you succeed in certain ranges on this magnificence: 4th level (2d6), 7th point (3d6), 10th point (4d6), thirteenth level (5d6), sixteenth point (6d6), and nineteenth level (7d6).
Bottled Lightning. As an motion, you can succeed in into your Alchemist’s Satchel, pull out a small bottle of lightning, and hurl the bottle at a creature or object inside 30 feet of you (the bottle and its contents disappear when you don’t hurl the bottle by the top of the present flip). The bottle shatters on impact, and the target must make a Dexterity saving throw, taking 1d6 lightning harm on a failed save. If the target is dressed in steel armor or is manufactured from metal, it has drawback on the saving throw.
As part of the action used to pull out the vial, you'll open the bottle as an alternative of hurling it, freeing a bolt of lightning in a line 30 toes long and Five feet huge (the bottle and its contents disappear for those who don’t use the bottle by way of the end of the present turn). The bottle then disappears. Each creature in the line will have to make a Dexterity saving throw, taking 1d6 lightning harm on a failed save. If a creature is wearing steel armor or is fabricated from steel, it has downside at the saving throw. After the usage of the formula in this manner, you'll't use it again in this approach for 1 minute (you'll nonetheless use this system in the commonplace manner).
This method’s injury increases by means of 1d6 while you succeed in certain ranges in this magnificence: third point (2d6), 5th level (3d6), 7th point (4d6), 9th level (5d6), eleventh point (6d6), thirteenth point (7d6), 15th point (8d6), seventeenth point (9d6), and nineteenth level (10d6).
Brightstone. As an action, you'll be able to succeed in into your Alchemist's Satchel and pull out a luminous crystal which emits vivid gentle in a 20 foot radius and dim mild for an extra 20 toes. Completely covering the crystal with one thing opaque blocks the light. You could cause the brightstone to collapse at any time. While the brightstone exists, you'll be able to't use this method. As an motion or as a part of the motion used to pull out the brightstone, you can press it in opposition to a target inside of 5 ft of you, creating a melee spell attack in opposition to the objective. On a success, the objective takes 1d8 radiant injury. The crystal disintegrates after being used in this means.
Alternately, as an action or as a part of the action used to tug out the brightstone, you'll hurl it at some degree on a surface inside of 30 ft of you, inflicting the crystal to explode in a vivid flash. Each creature inside ten toes of the point of impact must be successful on a Constitution saving throw or transform blinded till the end of your subsequent turn. After the use of the method on this means, you'll't use it again on this approach for 1 minute (you'll nonetheless use this formulation in the commonplace manner).
This method’s harm increases by 1d8 while you achieve sure ranges on this class: third level (2d8), 5th level (3d8), 7th point (4d8), ninth level (5d8), 11th level (6d8), 13th point (7d8), fifteenth point (8d8), 17th level (9d8), and 19th level (10d8).
Dragon's Breath Draught. As an advantage motion, you'll succeed in into your Alchemist's Satchel and draw an open tumbler filled with a sweet, warm liquor. As an action, a creature can drink it. The tumbler then disappears. Once a creature benefits from this alchemical system, the creature can’t achieve this once more until it finishes a short or lengthy relaxation. If now not used, the tumbler and its contents disappear after 1 hour. While the tumbler exists, you'll be able to’t use this components.
A creature that drinks this formula good points advantage on saving throws in opposition to being fearful for 1 hour. Additionally, the creature features the next two skills for 1 hour. Once the creature makes use of this type of talents as soon as, it may well not use both skill all through the system. These talents use your saving throw DC.
1. As a reaction taken based on being hit by means of a melee assault from within 5 toes, the creature can release a gout of flame, dealing 1d6 hearth damage to the attacker on a failed Dexterity saving throw.
2. As an motion or as part of the action used to drink the draught, the creature can free up a gout of flame at a goal inside of 5 ft, dealing 1d6 hearth injury to the objective on a failed Dexterity saving throw. A flammable object hit by the flame ignites if it is not being worn or carried.
This components’s injury will increase through 1d6 when you succeed in certain ranges on this magnificence: 3rd point (2d6), 5th level (3d6), 7th level (4d6), 9th point (5d6), eleventh level (6d6), thirteenth level (7d6), fifteenth level (8d6), 17th point (9d6), and 19th point (10d6).
Energy Draught. As a bonus motion, you'll reach into your Alchemist's Satchel and draw a vial filled with a sizzling, dark liquid. A creature can drink it as an action to achieve immunity from magical sleep and the unwanted effects of sleep deprivation for 1 hour. The creature additionally features 1d4 brief hit issues for 1 hour. The vial then disintegrates. Once a creature advantages from this alchemical system, the creature can’t achieve this once more till it finishes a short or lengthy leisure. If no longer used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula.
This formula's temporary hit points increase by means of 1d4 when you succeed in positive ranges in this elegance: third level (2d4), fifth point (3d4), 7th point (4d4), 9th point (5d4), eleventh point (6d4), thirteenth level (7d4), 15th level (8d4), 17th point (9d4), and 19th level (10d4).
Healing Draught. As an motion, you'll be able to achieve into your Alchemist’s Satchel and pull out a vial of therapeutic liquid. A creature can drink it as an motion to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical method, the creature can’t achieve this once more till it finishes a brief or long relaxation. If now not used, the vial and its contents disappear after 1 hour. While the vial exists, you'll be able to’t use this formulation.
This method’s healing will increase through 1d8 when you achieve positive levels in this elegance: third point (2d8), 5th level (3d8), 7th level (4d8), ninth level (5d8), 11th point (6d8), 13th point (7d8), fifteenth point (8d8), 17th level (9d8), and nineteenth point (10d8).
Frost Orb. As an action, you'll reach into your Alchemist’s Satchel, pull out a pitcher orb stuffed with freezing vapors, and hurl the orb at a creature, object, or floor inside 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by way of the end of the present flip). On impact, the vial detonates in a 5-foot radius, and every creature within the radius will have to make a Constitution saving throw. A creature takes 1d4 cold injury on a failed save, and its pace is reduced by means of 10 feet till the end of its subsequent turn.
Alternately, you can purpose the vial to detonate in a 15 foot radius relatively than a Five foot radius. After using the formulation on this means, you can't use it once more on this manner for 1 minute (you'll be able to still use this components within the standard manner).
This formulation’s injury will increase by 1d4 whilst you reach certain levels on this elegance: 4th point (2d4), seventh point (3d4), 10th level (4d4), thirteenth level (5d4), sixteenth point (6d4), and 19th level (7d4).
Rebounding Resin. As an action, or as a reaction while you or a creature within 30 feet of you falls, you'll reach into your Alchemist's Satchel, pull out a ball of increasing, bouncy resin, and hurl it at some degree on a surface within 30 ft of you (the ball disappears in case you don’t hurl the ball by way of the tip of the current flip). If thrown in a downward direction, the ball continues falling until it hits a surface. The ball expands on impact and covers the surface in a 10-foot radius with a thick layer of bouncy resin for 1 minute. Any creature touchdown within the area throughout the period of the system takes no fall injury and can land on its toes. A creature landing within the space can choose to rebound to a top of as much as half the peak of the drop with out expending motion. Additionally, the bounce distance of any bounce made from within the area is tripled.
Alternately, as a reaction while you or a creature within 30 toes of you is hit by an attack, you'll be able to reach into your Alchemist's Satchel, pull out a ball of increasing, bouncy resin, and throw it on the creature, enveloping it in a sphere of thick, bouncy resin. Until the beginning of its subsequent flip, the creature beneficial properties an advantage to AC equivalent on your Intelligence modifier (minimal of 1), including against the triggering assault. The resin then crumbles away. After the use of the system on this means, you'll't use it once more in this method for 1 minute (you can nonetheless use this formula in the customary means).
Smoke Stick. As an motion, you'll succeed in into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. When you pull out the smoke stick, you'll be able to come to a decision to make the smoke poisonous. You can hang on to the stick or throw it to some degree as much as 30 ft away as a part of the action used to produce it. The house in a 10-foot radius around the stick is stuffed with thick smoke that blocks imaginative and prescient, including darkvision. If the smoke is toxic, every creature within the house of the smoke when this components is used and each and every creature that begins its turn in the smoke should be successful on a Constitution saving throw or change into poisoned. Once it has exited the smoke, a creature might repeat this saving throw at the finish of each and every of its turns, finishing the impact on a luck. The stick and smoke persist for 1 minute and then disappear. After the use of this system, you'll’t achieve this once more for 1 minute.
Stunning Spray. As an action, you'll reach into your Alchemist's Satchel and pull out a pouch of good powder, and fling it in a path you select (the pouch and its contents disappear if you don't hurl the pouch by way of the tip of the present turn). The contents spill forth, generating a twig of good powder. Each creature inside of a ten foot cone in front of you must be triumphant on a Constitution saving throw or change into surprised till the end of your next turn. After the use of this components, you'll’t achieve this once more for 1 minute.
The range of this system will increase while you succeed in sure levels in this magnificence: seventh point (15 ft), 13th point (20 toes), and nineteenth level (25 toes).
Swift Step Draught. As a bonus motion, you'll reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an motion, a creature can drink it. Doing so increases the creature’s pace via 20 toes for 1 minute, and the vial disappears. If no longer used, the vial and its contents disappear after 1 minute. After the use of this formulation, you can’t accomplish that again for 1 minute.
Tanglefoot Bag. As an action, you'll be able to achieve into your Alchemist’s Satchel and pull out a bag full of writhing, sticky black tar and hurl it at some extent on a surface within 30 toes of you (the bag and its contents disappear when you don’t hurl the bag via the end of the current flip). The bag bursts on impact and covers the outside in a 5-foot radius with sticky goo for 1 minute. The area turns into tricky terrain for the duration. Any creature that enters the area, starts its turn there, or is within the space while you use this components has its velocity halved for that turn and should be successful on a Strength saving throw or be restrained through the sticky goo. A creature restrained via the goo can use its action to make a Strength take a look at towards your spell save DC. On a luck, the creature is no longer restrained. After the usage of this method, you'll’t do so once more for 1 minute.
Thunderstone. As an action, you'll be able to reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface inside 30 ft of you (the shard disappears in case you don’t hurl it through the end of the current flip). The shard shatters on impact with a blast of concussive energy. Each creature inside of 10 ft of the purpose of affect must make a Constitution saving throw. On a failed save, a creature takes 1d6 pressure injury, is knocked susceptible, and is driven 10 ft clear of that time.
When you pull out the thunderstone, you'll be able to come to a decision to make the thunderstone deafening. If it's deafening, each creature within the radius that fails its save additionally turns into deafened till the end of your subsequent turn. After using the formula in this way, you'll't use it once more in this manner for 1 minute (you can nonetheless use this components in the standard manner).
This formula’s damage increases by 1d6 when you achieve positive levels on this class: 7th point (2d6), thirteenth point (3d6), and 19th level (4d6).Alchemical Secrets
At fifth level, you acquire one of the following options of your selection.
Alchemical Launcher. You create an Alchemical Launcher, a launching device that can shoot your alchemical formulas with really extensive drive.
You are gifted with the Alchemical Launcher. The launcher is a one-handed ranged weapon that deals 1d4 bludgeoning injury. Its commonplace range is 30 toes, and its most range is one hundred twenty feet. As a part of an assault with the launcher, you could load it with ammunition produced by way of your Alchemical Satchel. If you lose your Alchemical Launcher, you can create a new one over the process Eight hours by expending 50 gp worth of metal and other uncooked materials.
As a bonus action, an alchemical method can be pulled out and loaded into the Alchemical Launcher instead of the traditional ammunition. When you take the assault action with the launcher loaded on this approach, make an attack with the launcher towards a target inside 30 ft and deal damage as standard. The loaded alchemical formulation additionally takes impact on the goal, even though the launcher assault ignored. If the alchemical formulation has an area of effect, the effect is activated and is centered on or originates on the goal. If the alchemical system includes an assault roll, saving throw, or talent check with a view to take effect, unravel those as normal.
Explosive Reagents. Your destructive alchemical formulas impact even creatures that keep away from the brunt of the impact. When a creature succeeds on a saving throw in opposition to your alchemical method, the creature takes part the method's damage (if any).Gunsmith
A master of engineering, you forge a firearm powered via a mixture of science and magic.Master Smith
When you select this specialization at 1st level, you acquire proficiency with smith’s gear, and also you learn the mending cantrip.Thunder Cannon
At 1st level, you forge a deadly firearm the use of a mix of arcane magic and your knowledge of engineering and metallurgy. This firearm is known as a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that may punch through armor very easily.
You are talented with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing injury, which counts as magical for the purposes of overcoming resistances and immunity from non-magical assaults and harm. Its customary vary is a hundred and fifty feet, and its most range is 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you'll be able to create a new one over the course of 3 days of labor (8 hours every day) through expending one hundred gp price of steel and other raw materials.Arcane Magazine
At 1st point, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and different fabrics needed to stay that weapon functioning.
You can use the Arcane Magazine to provide ammunition in your gun. At the end of each lengthy relaxation, you can magically produce forty rounds of ammunition with this mag. After each quick relaxation, you'll be able to produce 10 rounds.
If you lose your Arcane Magazine, you'll be able to create a new one as part of a long leisure, using 25 gp of leather-based and different uncooked fabrics.Thunder Monger
At third level, you learn to channel thunder energy into your Thunder Cannon. As an motion, you'll make a unique attack along with your Thunder Cannon that offers an additional 1d6 thunder harm on a hit.
This further damage will increase by 1d6 while you succeed in positive levels in this elegance: 5th level (2d6), seventh point (3d6), ninth point (4d6), eleventh point (5d6), 13th level (6d6), fifteenth point (7d6), 17th point (8d6), and nineteenth level (9d6).Gunsmith Upgrades
At fifth point, your consistent tinkering lets you fortify your Thunder Cannon. Choose some of the following upgrades. You make an extra improve to your Thunder Cannon at ninth, 14th, and seventeenth levels. Additionally, while you achieve a level in this elegance, you'll make a selection some of the Thunder Cannon upgrades you have made and substitute it with any other.
Destructive Blast. You upgrade your Thunder cannon with an additional firing mode chosen from the record below. As an action, you can make a unique assault together with your Thunder Cannon, projecting an area of harmful energy from it. Each creature within the house should make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. A goal takes 3d6 damage on a failed saving throw, or part as much damage on a successful one.
This damage increases through 1d6 when you reach certain ranges in this magnificence: eighth level (4d6), eleventh point (5d6), 14th point (6d6), seventeenth point (7d6), twentieth level (8d6).
You might choose this upgrade more than one times. Each time, you will have to make a choice a distinct firing mode.Scattershot. You unleash a detailed vary blast of pressure energy in a 15-foot cone, dealing pressure damage to any affected creatures. At eleventh level, the area of impact increases to a 30-foot cone.Piercing Round. You unharness a bolt of lightning 5-feet vast and 30-feet long, dealing lightning injury to any affected creatures. At eleventh level, the realm of effect increases to a line 5-feet extensive and 60-feet lengthy.Explosive Round. You release an explosive round from the gun at some degree within 30 toes of you. The spherical detonates in a 5-foot-radius sphere, dealing fireplace harm to any affected creatures. The fireplace ignites any flammable gadgets within the space that aren't being worn or carried. At eleventh level, you'll be able to release the spherical at some degree inside 60 toes of you, and the area of impact increases to a 10-foot-radius.
Lightning Bayonet. You affix a brief blade to the barrel of your Thunder Cannon, allowing you to make a melee weapon attack with it. The bayonet is a two-handed melee weapon with the finesse belongings that deals 1d6 piercing injury. You are proficient with the bayonet. As an motion, you'll be able to make a special assault with the bayonet, making use of your additional Thunder Monger injury on a success. When you deal damage with Thunder Monger in this approach, the damage type is lightning.
Repelling Blast. You make your Thunder Cannon's assaults especially forceful. When you hit a creature or object together with your Thunder Cannon or Lightning Bayonet, you'll be able to push the creature or object as much as 10 toes away from you in a immediately line. When you utilize Scattershot, Piercing Round, or Explosive Round, you'll exchange the saving throw to a Strength saving throw. If you achieve this, in addition to the traditional results, any creatures that fail the saving throw are knocked susceptible and are driven 10 ft clear of the foundation of the effect.Artificer Spell List 1st Level
Absorb elements, Alarm, Cure wounds, Disguise self, Expeditious retreat, False existence, Feather fall, Healing elixir, Jump, Longstrider, Sanctuary, Shield of faith, Unseen servant2d Level
Aid, Alter self, Arcane lock, Blur, Continual flame, Darkvision, Dragon's breath, Enhance ability, Enlarge/scale back, Invisibility, Knock, Lesser recovery, Levitate, Magic weapon, Protection from poison, Rope trick, See invisibility, Spider climb, Warding bond3rd Level
Blink, Elemental weapon, Dispel Magic, Fly, Gaseous form, Glyph of warding, Haste, Protection from energy, Revivify, Tiny servant, Water respiring, Water walk4th Level
Arcane eye, Death ward, Fabricate, Freedom of movement, Leomund’s secret chest, Mordenkainen’s trustworthy hound, Mordenkainen’s personal sanctum, Otiluke’s resilient sphere, Stone form, Stoneskin5th Level
Animate gadgets, Circle of power, Contact other plane, Dream, Greater restoration, Mislead, Passwall, Raise dead, Rary's Telepathic bond, SeemingMulticlassing
Prerequisites. To qualify for multiclassing into the Artificer magnificence, you will have to meet those prerequisites: Intelligence 13
Proficiencies. When you multiclass into the Artificer magnificence, you acquire the next proficiencies: one ability from the Artificer skill record, one instrument proficiency, gentle armor, medium armor, simple weapons
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