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{"acModifier":"DEX","archetypeSelectionLevel":3,"archetypes":

[{"acModifier":"DEX","armorProficiencies":[],"attacksByLevel":
[],"baseAc":10,"classWeapon":
{"abilityName":"Strength","damageType":"Bludgeoning","diceAmount":1,"diceTypeName":
"D4","name":""},"effectiveCasterLevel":"PARENT","features":[{"feat":
{"descriptionModels":[{"description":"You gain proficiency with alchemist\u0027s
supplies. If you already have this proficiency, you gain proficiency with one other
type of artisan\u0027s tools of your choice.","level":3}],"id":"Custom9a78cd9d-
a0af-4c36-95d6-
57ab7c0c9577","isFeature":true,"jsonType":"feat","level":1,"name":"Tool
Proficiency","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"You always have certain spells prepared after you reach particular
levels in this class, as shown in the Alchemist Spells table. These spells count as
artificer spells for you, but they don\u0027t count against the number of artificer
spells you prepare.\n\nArtificer Level --\u003e Spell\n\n3rd --\u003e healing word,
ray of sickness","level":3},{"description":"You always have certain spells prepared
after you reach particular levels in this class, as shown in the Alchemist Spells
table. These spells count as artificer spells for you, but they don\u0027t count
against the number of artificer spells you prepare.\n\nArtificer Level --\u003e
Spell\n\n3rd --\u003e healing word, ray of sickness\n5th --\u003e flaming sphere,
Melf\u0027s acid arrow","level":5},{"description":"You always have certain spells
prepared after you reach particular levels in this class, as shown in the Alchemist
Spells table. These spells count as artificer spells for you, but they don\u0027t
count against the number of artificer spells you prepare.\n\nArtificer Level --\
u003e Spell\n\n3rd --\u003e healing word, ray of sickness\n5th --\u003e flaming
sphere, Melf\u0027s acid arrow\n9th --\u003e gaseous form, mass healing
word","level":9},{"description":"You always have certain spells prepared after you
reach particular levels in this class, as shown in the Alchemist Spells table.
These spells count as artificer spells for you, but they don\u0027t count against
the number of artificer spells you prepare.\n\nArtificer Level --\u003e Spell\n\
n3rd --\u003e healing word, ray of sickness\n5th --\u003e flaming sphere, Melf\
u0027s acid arrow\n9th --\u003e gaseous form, mass healing word\n13th --\u003e
blight, death ward","level":13},{"description":"You always have certain spells
prepared after you reach particular levels in this class, as shown in the Alchemist
Spells table. These spells count as artificer spells for you, but they don\u0027t
count against the number of artificer spells you prepare.\n\nArtificer Level --\
u003e Spell\n\n3rd --\u003e healing word, ray of sickness\n5th --\u003e flaming
sphere, Melf\u0027s acid arrow\n9th --\u003e gaseous form, mass healing word\n13th
--\u003e blight, death ward\n17th --\u003e cloudkill, raise
dead","level":17}],"id":"Custom2b0b041e-026c-4588-aee3-
bbd9fab6085f","isFeature":true,"jsonType":"feat","level":1,"name":"Alchemist
Spells","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"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\u0027s 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.\n\nYou 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\u0027s effect from the Experimental Elixir table.\n\nCreating an
experimental elixir requires you to have alchemist 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.\n\nWhen you reach certain levels in this class, you can make
more elixirs at the end of a long rest. Roll for each elixir\u0027s effect
separately. Each elixir requires its own flask.\n\nEXPERIMENTAL ELIXIR TABLE\nd6
--\u003e Effect\n\n1 --\u003e Healing: The drinker regains a number of hit points
equal to 2d4 + your Intelligence modifier.\n2 --\u003e Swiftness: The drinker\
u0027s walking speed increases by 10 feet for 1 hour.\n3 --\u003e Resilience: The
drinker gains a +1 bonus to AC for 10 minutes.\n4 --\u003e Boldness: The drinker
can roll a d4 and add the number rolled to every attack roll and saving throw they
make for the next minute.\n5 --\u003e Flight: The drinker gains a flying speed of
10 feet for 10 minutes.\n6 --\u003e Transformation: The drinker\u0027s body is
transformed as if by the alter self spell. The drinker determines the
transformation caused by the spell, the effects of which last for 10
minutes.","level":3}],"id":"Customccc92e37-2ce3-429c-8d6b-
71c35aa809e0","isFeature":true,"jsonType":"feat","level":1,"name":"Experimental
Elixir","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"You\u0027ve developed masterful command of magical chemicals,
enhancing the healing and damage you create through them. Whenever you cast a spell
using your alchemist\u0027s supplies as the spellcasting focus, you gain a bonus to
one roll 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).","level":5}],"id":"Customc49dbc5a-21e2-4129-
aa9a-07c9d56a7a99","isFeature":true,"jsonType":"feat","level":1,"name":"Alchemical
Savant","notes":"","type":"Feat"},"level":5},{"feat":{"descriptionModels":
[{"description":"You can incorporate restorative reagents into some of your works:\
n\n- 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).\n\n- You can cast lesser restoration without expending a
spell slot and without preparing the spell, provided you use alchemist\u0027s
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.","level":9}],"id":"Custom9157004b-f20a-403a-9f77-
744bde06159b","isFeature":true,"jsonType":"feat","level":1,"name":"Restorative
Reagents","notes":"","type":"Feat"},"level":9},{"feat":{"descriptionModels":
[{"description":"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:\n\n- You gain
resistance to acid damage and poison damage, and you are immune to the poisoned
condition.\n\n- You can cast greater restoration and heal without expending a spell
slot, without preparing the spell, and without material components, provided you
use alchemist\u0027s supplies as the spellcasting focus. Once you cast either spell
with this feature, you can\u0027t cast that spell with it again until you finish a
long rest.","level":15}],"id":"Custom7d7d5426-e659-4d4b-ae39-
05bd59c49d47","isFeature":true,"jsonType":"feat","level":1,"name":"Chemical
Mastery","notes":"","type":"Feat"},"level":15}],"hpModifier":"CON","id":"artificer_
_eb__alchemist","jsonType":"class","languages":
[],"modelType":"Archetype","multiclassArmor":true,"multiclassSkills":true,"multicla
ssTools":true,"multiclassWeapons":true,"name":"Alchemist","selectableFeatures":
[],"shouldShowCompanion":false,"skillProficiencies":[],"specialAbilities":
[],"spellSlots":[],"spellcastingAbility":"INT","spells":[{"level":3,"spellModel":
{"castingTime":"1 bonus action","classes":"bard, cleric,
druid","components":"V","description":"A creature of your choice that you can see
within range regains hit points equal to 1d4 + your spellcasting ability modifier.
This spell has no effect on undead or
constructs.","duration":"Instantaneous","higherLevels":"When you cast this spell
using a spell slot of 2nd level or higher, the healing increases by 1d4 for each
slot level above
1st.","isCustom":false,"isRitual":false,"jsonType":"spell","level":1,"name":"Healin
g Word","notes":"","pinned":false,"prepared":false,"range":"60
feet","school":"evocation","type":"1st-level evocation"}},{"level":3,"spellModel":
{"castingTime":"1 action","classes":"sorcerer, fighter, rogue,
wizard","components":"V, S","description":"A ray of sickening greenish energy
lashes out toward a creature within range. Make a ranged spell attack against the
target. On a hit, the target takes 2d8 poison damage and must make a Constitution
saving throw. On a failed save, it is also poisoned until the end of your next
turn.","duration":"Instantaneous","higherLevels":"When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level
above
1st.","isCustom":false,"isRitual":false,"jsonType":"spell","level":1,"name":"Ray of
Sickness","notes":"","pinned":false,"prepared":false,"range":"60
feet","school":"necromancy","type":"1st-level necromancy"}},
{"level":5,"spellModel":{"castingTime":"1 action","classes":"druid, fighter, rogue,
wizard","components":"V, S, M (a bit of tallow, a pinch of brimstone, and a dusting
of powdered iron)","description":"A 5-foot-diameter sphere of fire appears in an
unoccupied space of your choice within range and lasts for the duration. Any
creature that ends its turn within 5 feet of the sphere must make a Dexterity
saving throw. The creature takes 2d6 fire damage on a failed save, or half as much
damage on a successful one.\n\nAs a bonus action, you can move the sphere up to 30
feet. If you ram the sphere into a creature, that creature must make the saving
throw against the sphere\u0027s damage, and the sphere stops moving this turn.\n\
nWhen you move the sphere,
you can direct it over barriers up to 5 feet tall and jump it across pits up to 10
feet wide. The sphere ignites flammable objects not being worn or carried, and it
sheds bright light in a 20-foot radius and dim light for an additional 20
feet.","duration":"Concentration, up to 1 minute","higherLevels":"When you cast
this spell using a spell slot of 3rd level or higher, the damage increases by 1d6
for each slot level above
2nd.","isCustom":false,"isRitual":false,"jsonType":"spell","level":2,"name":"Flamin
g Sphere","notes":"","pinned":false,"prepared":false,"range":"60
feet","school":"conjuration","type":"2nd-level conjuration"}},
{"level":5,"spellModel":{"castingTime":"1 action","classes":"fighter, rogue,
wizard","components":"V, S, M (Powdered rhubarb leaf, adder\u0027s
stomach)","description":"Make a ranged spell attack. On hit, the target takes 4d4
acid damage immediately and 2d4 acid damage at the end of its next turn. On miss,
the arrow does half the initial damage and no extra
damage.","duration":"Instantaneous","higherLevels":"Both damages increase by 1d4
for each slot level above
2nd.","isCustom":false,"isRitual":false,"jsonType":"spell","level":2,"name":"Melf\
u0027s Acid Arrow","notes":"","pinned":false,"prepared":false,"range":"90
feet","school":"evocation","type":"2nd-level evocation"}},{"level":9,"spellModel":
{"castingTime":"1 action","classes":"artificer, artificer__revised_, sorcerer,
fighter, rogue, wizard","components":"V, S, M (a bit of gauze and a wisp of
smoke)","description":"You transform a willing creature you touch, along with
everything it’s wearing and carrying, into a misty cloud for the duration. The
spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t
affected.\n\nWhile in this form, the target’s only method of movement is a flying
speed of 10 feet. The target can enter and occupy the space of another creature.
The target has resistance to nonmagical damage, and it has advantage on Strength,
Dexterity, and Constitution saving throws. The target can pass through small holes,
narrow openings, and even mere cracks, though it treats liquids as though they were
solid surfaces. The target can\u0027t fall and remains hovering in the air even
when stunned or otherwise incapacitated.\n\nWhile in the form of a misty cloud, the
target can’t talk or manipulate objects, and any objects it w as carrying or
holding can’t be dropped, used, or otherwise interacted with. The target can’t
attack or cast spells.","duration":"Concentration, up to 1
hour","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","level
":3,"name":"Gaseous
Form","notes":"","pinned":false,"prepared":false,"range":"Touch","school":"transmut
ation","type":"3rd-level transmutation"}},{"level":9,"spellModel":{"castingTime":"1
bonus action","classes":"cleric","components":"V","description":"As you call out
words of restoration, up to six creatures of your choice that you can see within
range regain hit points equal to 1d4 + your spellcasting ability modifier. This
spell has no effect on undead or
constructs.","duration":"Instantaneous","higherLevels":"When you cast this spell
using a spell slot of 4th level or higher, the healing increases by 1d4 for each
slot level above
3rd.","isCustom":false,"isRitual":false,"jsonType":"spell","level":3,"name":"Mass
Healing Word","notes":"","pinned":false,"prepared":false,"range":"60
feet","school":"evocation","type":"3rd-level evocation"}},{"level":13,"spellModel":
{"castingTime":"1 action","classes":"druid, sorcerer, warlock, blood_hunter,
fighter, rogue, wizard","components":"V, S","description":"Necromantic energy
washes over a creature of your choice that you can see within range, draining
moisture and vitality from it. The target must make a Constitution saving throw.
The target takes 8d8 necrotic damage on a failed save, or half as much damage on a
successful one. The spell has no effect on undead or constructs.\n\nIf you target a
plant creature or a magical plant, it makes the saving throw with disadvantage, and
the spell deals maximum damage to it.\n\nIf you target a nonmagical plant that isn\
u0027t a creature, such as a tree or shrub, it doesn\u0027t make a saving throw; it
simply withers and dies.","duration":"Instantaneous","higherLevels":"When you cast
this spell using a spell slot of 5th level of higher, the damage increases by 1d8
for each slot level above
4th.","isCustom":false,"isRitual":false,"jsonType":"spell","level":4,"name":"Blight
","notes":"","pinned":false,"prepared":false,"range":"30
feet","school":"necromancy","type":"4th-level necromancy"}},
{"level":13,"spellModel":{"castingTime":"1 action","classes":"artificer, cleric,
paladin","components":"V, S","description":"You touch a creature and grant it a
measure of protection from death.\n\nThe first time the target would drop to 0 hit
points as a result of taking damage, the target instead drops to 1 hit point, and
the spell ends.\n\nIf the spell is still in effect when the target is subjected to
an effect that would kill it instantaneously without dealing damage, that effect is
instead negated against the target, and the spell ends.","duration":"8
hours","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","leve
l":4,"name":"Death
Ward","notes":"","pinned":false,"prepared":false,"range":"Touch","school":"abjurati
on","type":"4th-level abjuration"}},{"level":17,"spellModel":{"castingTime":"1
action","classes":"sorcerer, fighter, rogue, wizard","components":"V,
S","description":"You create a 20-foot-radius sphere of poisonous, yellow-green fog
centered on a point you choose within range. The fog spreads around corners. It
lasts for the duration or until strong wind disperses the fog, ending the spell.
Its area is heavily obscured.\n\nWhen a creature enters the spell\u0027s area for
the first time on a turn or starts its turn there, that creature must make a
Constitution saving throw. The creature takes 5d8 poison damage on a failed save,
or half as much damage on a successful one. Creatures are affected even if they
hold their breath or don\u0027t need to breathe.\n\nThe fog moves 10 feet away from
you at the start of each of your turns, rolling along the surface of the ground.
The vapors, being heavier than air, sink to the lowest level of the land, even
pouring down openings.","duration":"Concentration, up to 10
minutes","higherLevels":"When you cast this spell using a spell slot of 6th level
or higher, the damage increases by 1d8 for each slot level above
5th.","isCustom":false,"isRitual":false,"jsonType":"spell","level":5,"name":"Cloudk
ill","notes":"","pinned":false,"prepared":false,"range":"120
feet","school":"conjuration","type":"5th-level conjuration"}},
{"level":17,"spellModel":{"castingTime":"1 hour","classes":"cleric, paladin,
bard","components":"V, S, M (a diamond worth at least 500 gp, which the spell
consumes)","description":"You return a dead creature you touch to life, provided
that it has been dead no longer than 10 days. If the creature\u0027s soul is both
willing and at liberty to rejoin the body, the creature returns to life with 1 hit
point.\n\nThis spell also neutralizes any poisons and cures nonmagical diseases
that affected the creature at the time it died. This spell doesn\u0027t, however,
remove magical diseases, curses, or similar effects; if these aren\u0027t first
removed prior to casting the spell, they take effect when the creature returns to
life. The spell can’t return an undead creature to life.\n\nThis spell closes all
mortal wounds, but it doesn\u0027t restore missing body parts. If the creature is
lacking body parts or organs integral for its survival—its head, for instance—the
spell automatically fails.\n\nComing back from the dead is an ordeal. The target
takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every
time the target finishes a long rest, the penalty is reduced by 1 until it
disappears.","duration":"Instantaneous","higherLevels":"","isCustom":false,"isRitua
l":false,"jsonType":"spell","level":5,"name":"Raise
Dead","notes":"","pinned":false,"prepared":false,"range":"Touch","school":"necroman
cy","type":"5th-level necromancy"}},{"level":15,"spellModel":{"castingTime":"1
action","classes":"artificer__eb_, artificer__revised_, cleric, druid,
bard","components":"V, S, M (diamond dust worth at least 100 gp, which the spell
consumes)","description":"* One effect that charmed or petrified the target\n\n*
One curse, including the target’s attunement to a cursed magic item\n\n* Any
reduction to one of the target’s ability scores\n\n* One effect reducing the
target’s hit point
maximum","duration":"Instantaneous","higherLevels":"","isCustom":false,"isRitual":f
alse,"jsonType":"spell","level":5,"name":"Greater
Restoration","notes":"","pinned":false,"prepared":false,"range":"Touch","school":"a
bjuration","type":"5th-level abjuration"}},{"level":15,"spellModel":
{"castingTime":"1 action","classes":"cleric, druid","components":"V,
S","description":"Choose a creature that you can see within range. A surge of
positive energy washes through the creature, causing it to regain 70 hit points.
This spell also ends blindness, deafness, and any diseases affecting the target.
This spell has no effect on constructs or
undead.","duration":"Instantaneous","higherLevels":"When you cast this spell using
a spell slot of 7th level or higher, the amount of healing increases by 10 for each
slot level above
6th.","isCustom":false,"isRitual":false,"jsonType":"spell","level":6,"name":"Heal",
"notes":"","pinned":false,"prepared":false,"range":"60
feet","school":"evocation","type":"6th-level evocation"}},{"level":9,"spellModel":
{"castingTime":"1 action","classes":"artificer, artificer__eb_,
artificer__revised_, bard, cleric, druid, paladin, ranger__revised__,
ranger","components":"V, S","description":"You touch a creature and can end either
one disease
or one condition afflicting it. The condition can be blinded, deafened, paralyzed,
or
poisoned.","duration":"Instantaneous","higherLevels":"","isCustom":false,"isRitual"
:false,"jsonType":"spell","level":2,"name":"Lesser
Restoration","notes":"","pinned":false,"prepared":false,"range":"Touch","school":"a
bjuration","type":"2nd-level abjuration"}}],"subtypes":[],"toolProficiencies":
[{"hint":"","level":3,"proficiency":"Alchemist\u0027s
supplies"}],"weaponProficiencies":[]},{"acModifier":"DEX","armorProficiencies":
[],"attacksByLevel":[],"baseAc":10,"classWeapon":
{"abilityName":"Strength","damageType":"Bludgeoning","diceAmount":1,"diceTypeName":
"D4","name":""},"effectiveCasterLevel":"PARENT","features":[{"feat":
{"descriptionModels":[{"description":"You gain proficiency with woodcarver\u0027s
tools. If you already have this proficiency, you gain proficiency with one other
type of artisan\u0027s tools of your choice.","level":3}],"id":"Customd838a0ad-
7b19-4d53-a8e9-
07988b36b98a","isFeature":true,"jsonType":"feat","level":1,"name":"Tool
Proficiency","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"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\u0027t count against the number of
artificer spells you prepare.\n\nArtificer Level --\u003e Spell\n\n3rd --\u003e
shield, thunderwave","level":3},{"description":"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\u0027t count against the number of artificer spells you prepare.\n\nArtificer
Level --\u003e Spell\n\n3rd --\u003e shield, thunderwave\n5th --\u003e scorching
ray, shatter","level":5},{"description":"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\u0027t count
against the number of artificer spells you prepare.\n\nArtificer Level --\u003e
Spell\n\n3rd --\u003e shield, thunderwave\n5th --\u003e scorching ray, shatter\n9th
--\u003e fireball, wind wall","level":9},{"description":"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\u0027t count against the number of artificer spells you prepare.\n\nArtificer
Level --\u003e Spell\n\n3rd --\u003e shield, thunderwave\n5th --\u003e scorching
ray, shatter\n9th --\u003e fireball, wind wall\n13th --\u003e ice storm, wall of
fire","level":13},{"description":"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\u0027t count against
the number of artificer spells you prepare.\n\nArtificer Level --\u003e Spell\n\
n3rd --\u003e shield, thunderwave\n5th --\u003e scorching ray, shatter\n9th --\
u003e fireball, wind wall\n13th --\u003e ice storm, wall of fire\n17th --\u003e
cone of cold, wall of force","level":17}],"id":"Custom26994c66-115a-4f79-82c4-
2502f5c0a89b","isFeature":true,"jsonType":"feat","level":1,"name":"Artillerist
Spells","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"You learn how to create a magical cannon. Using woodcarver\u0027s
tools or smith\u0027s tools, you can take an action to magically create a Small or
Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet
of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in
one hand.\nOnce you create a cannon, you can\u0027t do so again until you finish a
long rest or until you expend a spell slot of 1st level or higher. You can have
only one cannon at a time and can\u0027t create one while your cannon is present.\
nThe cannon is a magical object. Regardless of size, the cannon 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 1 hour. You can dismiss it early as an action.\
nWhen you create the cannon, you determine its appearance and whether it has legs.
You also decide which type it is, choosing from the options on the Eldritch Cannons
table. On each of your turns, you can take a bonus action to cause the cannon to
activate if you are within 60 feet of it. As part of the same bonus action, you can
direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided
it has legs.\n\nELDRITCH CANNON TABLE\nCannon --\u003e Activation\n\nFlamethrower
--\u003e The cannon 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 2d8 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\u0027t
being worn or carried.\n\nForce Ballista --\u003e Make a ranged spell attack,
originating from the cannon, 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 cannon.\n\nProtector --\u003e The cannon 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).","level":3},{"description":"You learn how to create a
magical cannon. Using woodcarver\u0027s tools or smith\u0027s tools, you can take
an action to magically create a Small or Tiny eldritch cannon in an unoccupied
space on a horizontal surface within 5 feet of you. A Small eldritch cannon
occupies its space, and a Tiny one can be held in one hand.\nOnce you create a
cannon, you can\u0027t do so again until you finish a long rest or until you expend
a spell slot of 1st level or higher. You can have only one cannon at a time and
can\u0027t create one while your cannon is present.\nThe cannon is a magical
object. Regardless of size, the cannon 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
1 hour. You can dismiss it early as an action.\nWhen you create the cannon, you
determine its appearance and whether it has legs. You also decide which type it is,
choosing from the options on the Eldritch Cannons table. On each of your turns, you
can take a bonus action to cause the cannon to activate if you are within 60 feet
of it. As part of the same bonus action, you can direct the cannon to walk or climb
up to 15 feet to an unoccupied space, provided it has legs.\n\nELDRITCH CANNON
TABLE\nCannon --\u003e Activation\n\nFlamethrower --\u003e The cannon 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 3d8 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\u0027t being worn or carried.\n\nForce
Ballista --\u003e Make a ranged spell attack, originating from the cannon, at one
creature or object within 120 feet of it. On a hit, the target takes 3d8 force
damage, and if the target is a creature, it is pushed up to 5 feet away from the
cannon.\n\nProtector --\u003e The cannon 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).","level":9}],"id":"Custom978cfe0e-3f8a-405c-bd87-
2711e583a8a5","isFeature":true,"jsonType":"feat","level":1,"name":"Eldritch
Cannon","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"You know how to turn a wand, staff, or rod into an arcane firearm,
a conduit for your destructive spells. When you finish a long rest, you can use
woodcarver\u0027s tools to carve special sigils into a wand, staff, or rod and
thereby turn it into your arcane firearm. The sigils disappear from the object if
you later carve them on a different item. The sigils otherwise last indefinitely.\
nYou can use your arcane firearm as a spellcasting focus for your artificer spells.
When you cast an artificer spell through the firearm, roll a d8, and you gain a
bonus to one of the spell\u0027s damage rolls equal to the number
rolled.","level":5}],"id":"Customb2e4cfaa-703a-462b-8e9b-
ce63a9fd4f78","isFeature":true,"jsonType":"feat","level":1,"name":"Arcane
Firearm","notes":"","type":"Feat"},"level":5},{"feat":{"descriptionModels":
[{"description":"Every eldritch cannon you create is more destructive:\n- The
cannon\u0027s damage rolls all increase by 1d8.\n- As an action, you can command
the cannon to detox nate if you are within 60 feet of it. Doing so destroys the
cannon and forces each creature within 20 feet of it to make a Dexterity saving
throw against your spell save DC, taking 3d8 force damage on a failed save on half
as much damage on a successful one.","level":9}],"id":"Custom03d12f41-94bb-4d34-
982b-48c09a9763f0","isFeature":true,"jsonType":"feat","level":1,"name":"Explosive
Cannon","notes":"","type":"Feat"},"level":9},{"feat":{"descriptionModels":
[{"description":"You\u0027re
a master at forming well-defended emplacements using Eldritch Cannon:\n\n- You and
your allies have half cover while within 10 feet of a cannon you create with
Eldritch Cannon, as a result of a shimmering field of magical protection that the
cannon emits.\n- You can now have two cannons at the same time. You can create two
with the same action (but not the same spell slot), and you can activate both of
them with the same bonus action. You determine whether the cannons are identical to
each other or different. You can\u0027t create a third cannon while you have
two.","level":15}],"id":"Custom881fe6fd-0292-4722-b143-
d8e10a44bd00","isFeature":true,"jsonType":"feat","level":1,"name":"Fortified
Position","notes":"","type":"Feat"},"level":15}],"hpModifier":"CON","id":"artificer
__eb__artillerist","jsonType":"class","languages":
[],"modelType":"Archetype","multiclassArmor":true,"multiclassSkills":true,"multicla
ssTools":true,"multiclassWeapons":true,"name":"Artillerist","selectableFeatures":
[],"shouldShowCompanion":false,"skillProficiencies":[],"specialAbilities":
[],"spellSlots":[],"spellcastingAbility":"INT","spells":[{"level":3,"spellModel":
{"castingTime":"1 reaction, which you take when you are hit by an attack or
targeted by the magic missile spell","classes":"sorcerer, fighter, rogue,
wizard","components":"V, S","description":"An invisible barrier of magical force
appears and protects you. Until the start of your next turn, you have a +5 bonus to
AC, including against the triggering attack, and you take no damage from magic
missile.","duration":"1
round","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","leve
l":1,"name":"Shield","notes":"","pinned":false,"prepared":false,"range":"Self","sch
ool":"abjuration","type":"1st-level abjuration"}},{"level":3,"spellModel":
{"castingTime":"1 action","classes":"bard, druid, sorcerer, fighter, rogue,
wizard","components":"V, S","description":"A wave of thunderous force sweeps out
from you. Each creature in a 15-foot cube originating from you must make a
Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage
and is pushed 10 feet away from you. On a successful save, the creature takes half
as much damage and isn’t pushed. In addition, unsecured objects that are completely
within the area of effect are automatically pushed 10 feet away from you by the
spell’s effect, and the spell emits a thunderous boom audible out to 300
feet.","duration":"Instantaneous","higherLevels":"When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level
above
1st.","isCustom":false,"isRitual":false,"jsonType":"spell","level":1,"name":"Thunde
rwave","notes":"","pinned":false,"prepared":false,"range":"Self (15-foot
cube)","school":"evocation","type":"1st-level evocation"}},{"level":8,"spellModel":
{"castingTime":"1 action","classes":"sorcerer, fighter, rogue,
wizard","components":"V, S","description":"You create three rays of fire and hurl
them at targets within range. You can hurl them at one target or several.\n\nMake a
ranged spell attack for each ray. On a hit, the target takes 2d6 fire
damage.","duration":"Instantaneous","higherLevels":"When you cast this spell using
a spell slot of 3rd level or higher, you create one additional ray for each slot
level above
2nd.","isCustom":false,"isRitual":false,"jsonType":"spell","level":2,"name":"Scorch
ing Ray","notes":"","pinned":false,"prepared":false,"range":"120
feet","school":"evocation","type":"2nd-level evocation"}},{"level":5,"spellModel":
{"castingTime":"1 action","classes":"bard, sorcerer, warlock, blood_hunter,
fighter, rogue, wizard","components":"V, S, M (a chip of mica)","description":"A
sudden loud ringing noise, painfully intense, erupts from a point of your choice
within range. Each creature in a lO-foot-radius sphere centered on that point must
make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed
save, or half as much damage on a successful one. A creature made of inorganic
material such as stone, crystal, or metal has disadvantage on this saving throw.\n\
nA nonmagical object that isn\u0027t being worn or carried also takes the damage if
it\u0027s in the spell\u0027s
area.","duration":"Instantaneous","higherLevels":"When you cast this spell using a
spell slot of 3rd levei or higher, the damage increases by ld8 for each slot level
above
2nd.","isCustom":false,"isRitual":false,"jsonType":"spell","level":2,"name":"Shatte
r","notes":"","pinned":false,"prepared":false,"range":"60
feet","school":"evocation","type":"2nd-level evocation"}},{"level":9,"spellModel":
{"castingTime":"1 action","classes":"sorcerer, fighter, rogue,
wizard","components":"V, S, M (a tiny ball of bat guano and
sulfur)","description":"A bright streak flashes from your pointing finger to a
point you choose within range and then blossoms with a low roar into an explosion
of flame. Each creature in a 20-foot-radius sphere centered on that point must make
a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half
as much damage on a successful one.\n\nThe fire spreads around corners. It ignites
flammable objects in the area that aren\u0027t being worn or
carried.","duration":"Instantaneous","higherLevels":"When you cast this spell using
a spell slot of 4th level or higher, the damage increases by 1d6 for each slot
level above
3rd.","isCustom":false,"isRitual":false,"jsonType":"spell","level":3,"name":"Fireba
ll","notes":"","pinned":false,"prepared":false,"range":"150
feet","school":"evocation","type":"3rd-level evocation"}},{"level":9,"spellModel":
{"castingTime":"1 action","classes":"druid, ranger__revised__,
ranger","components":"V, S, M (a tiny fan and a feather of exotic
origin)","description":"A wall of strong wind rises from the ground at a point you
choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1
foot thick. You can shape the wall in any way you choose so long as it makes one
continuous path along the ground. The wall lasts for the duration.\n\nWhen the wall
appears, each creature within its area must make a Strength saving throw. A
creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a
successful one.\n\nThe strong wind keeps fog, smoke, and other gases at bay. Small
or smaller flying creatures or objects can\u0027t pass through the wall. Loose,
lightweight materials brought into the wall fly upward. Arrows, bolts, and other
ordinary projectiles launched at targets behind the wall are deflected upward and
automatically miss. (Boulders hurled by giants or siege engines, and similar
projectiles, are unaffected.) Creatures in gaseous form can’t pass through
it.","duration":"Concentration, up to 1
minute","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","lev
el":3,"name":"Wind Wall","notes":"","pinned":false,"prepared":false,"range":"120
feet","school":"evocation","type":"3rd-level evocation"}},{"level":13,"spellModel":
{"castingTime":"1 action","classes":"druid, sorcerer, fighter, rogue,
wizard","components":"V, S, M (a pinch of dust and a few drops of
water)","description":"A hail of rock-hard ice pounds to the ground in a 20-foot-
radius, 40-foot-high cylinder centered on a point within range. Each creature in
the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning
damage and 4d6 cold damage on a failed save, or half as much damage on a successful
one.\n\nHailstones turn the storm’s area of effect into difficult terrain until the
end of your next turn.","duration":"Instantaneous","higherLevels":"When you cast
this spell using a spell slot of 5th level or higher, the bludgeoning damage
increases by 1d8 for each slot level above
4th.","isCustom":false,"isRitual":false,"jsonType":"spell","level":4,"name":"Ice
Storm","notes":"","pinned":false,"prepared":false,"range":"300
feet","school":"evocation","type":"4th-level evocation"}},{"level":13,"spellModel":
{"castingTime":"1 action","classes":"druid, sorcerer, fighter, rogue,
wizard","components":"V, S, M (a small piece of phosphorus)","description":"You
create a wall of fire on a solid surface within range. You can make the wall up to
60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in
diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the
duration.\n\nWhen the wall appears, each creature within its area must make a
Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half
as much damage on a successful save.\n\nOne side of the wall, selected by you when
you cast this spell, deals 5d8 fire damage to each creature that ends its turn
within 10 feet of that side or inside the wall. A creature takes the same damage
when it enters the wall for the first time on a turn or ends its turn there. The
other side of the wall deals no damage.","duration":"Concentration, up to 1
minute","higherLevels":"When you cast this spell using a spell slot of 5th level or
higher, the damage increases by 1d8 for each slot level above
4th.","isCustom":false,"isRitual":false,"jsonType":"spell","level":4,"name":"Wall
of Fire","notes":"","pinned":false,"prepared":false,"range":"120
feet","school":"evocation","type":"4th-level evocation"}},{"level":17,"spellModel":
{"castingTime":"1 action","classes":"rogue, sorcerer, druid, fighter,
wizard","components":"V, S, M (a small crystal or a glass cone)","description":"A
blast of cold air erupts from your hands. Each creature in a 60-foot cone must make
a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or
half as much damage on a successful one.\n\nA creature killed by this spell becomes
a frozen statue until it thaws.","duration":"Instantaneous","higherLevels":"When
you cast this spell using a spell slot of 6th level or higher, the damage increases
by 1d8 for each
slot level above
5th.","isCustom":false,"isRitual":false,"jsonType":"spell","level":5,"name":"Cone
of Cold","notes":"","pinned":false,"prepared":false,"range":"Self (60-foot
cone)","school":"Abjuration","type":"5th-level abjuration"}},
{"level":17,"spellModel":{"castingTime":"1 action","classes":"fighter, rogue,
wizard","components":"V, S, M (a pinch of powder made by crushing a clear
gemstone)","description":"An invisible wall of force springs into existence at a
point you choose within range. The wall appears in any orientation you choose, as a
horizontal or vertical barrier or at an angle. It can be free floating or resting
on a solid surface. You can form it into a hemispherical dome or a sphere with a
radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-
10-foot panels. Each panel must be contiguous with another panel. In any form, the
wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a
creature’s space when it appears, the creature is pushed to one side of the wall
(your choice which side).\n\nNothing can physically pass through the wall. It is
immune to all damage and can’t be dispelled by *[dispel magic](../dispel-
magic/ \"dispel magic (lvl 3)\")*. A
*[disintegrate](../disintegrate/ \"disintegrate (lvl 6)\")* spell destroys the wall
instantly, however. The wall also extends into the Ethereal Plane, blocking
ethereal travel through the wall.","duration":"Concentration, up to 10
minutes","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","le
vel":5,"name":"Wall of
Force","notes":"","pinned":false,"prepared":false,"range":"120
feet","school":"evocation","type":"5th-level evocation"}}],"subtypes":
[],"toolProficiencies":[{"hint":"","level":3,"proficiency":"Woodcarver\u0027s
tools"}],"weaponProficiencies":[]},{"acModifier":"DEX","armorProficiencies":
[],"attacksByLevel":[],"baseAc":10,"classWeapon":
{"abilityName":"Strength","damageType":"Bludgeoning","diceAmount":1,"diceTypeName":
"D4","name":""},"effectiveCasterLevel":"PARENT","features":[{"feat":
{"descriptionModels":[{"description":"You gain proficiency with smith\u0027s tools.
If you already have this proficiency, you gain proficiency with one other type of
artisan\u0027s tools of your choice.","level":3}],"id":"Custom43c6e40f-e84a-488f-
ba1f-0b1d864e78f8","isFeature":true,"jsonType":"feat","level":1,"name":"Tool
Proficiency","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"You always have certain spells prepared after you reach particular
levels in this class, as shown in the Battle Smith Spells table. These spells count
as artificer spells for you, but they don\u0027t count against the number of
artificer spells you prepare.\n\nArtificer Level --\u003e Spell\n\n3rd --\u003e
heroism, shield","level":3},{"description":"You always have certain spells prepared
after you reach particular levels in this class, as shown in the Battle Smith
Spells table. These spells count as artificer spells for you, but they don\u0027t
count against the number of artificer spells you prepare.\n\nArtificer Level --\
u003e Spell\n\n3rd --\u003e heroism, shield\n5th --\u003e branding smite, warding
bond","level":5},{"description":"You always have certain spells prepared after you
reach particular levels in this class, as shown in the Battle Smith Spells table.
These spells count as artificer spells for you, but they don\u0027t count against
the number of artificer spells you prepare.\n\nArtificer Level --\u003e Spell\n\
n3rd --\u003e heroism, shield\n5th --\u003e branding smite, warding bond\n9th --\
u003e aura of vitality, conjure barrage","level":9},{"description":"You always have
certain spells prepared after you reach particular levels in this class, as shown
in the Battle Smith Spells table. These spells count as artificer spells for you,
but they don\u0027t count against the number of artificer spells you prepare.\n\
nArtificer Level --\u003e Spell\n\n3rd --\u003e heroism, shield\n5th --\u003e
branding smite, warding bond\n9th --\u003e aura of vitality, conjure barrage\n13th
--\u003e aura of purity, fire shield","level":13},{"description":"You always have
certain spells prepared after you reach particular levels in this class, as shown
in the Battle Smith Spells table. These spells count as artificer spells for you,
but they don\u0027t count against the number of artificer spells you prepare.\n\
nArtificer Level --\u003e Spell\n\n3rd --\u003e heroism, shield\n5th --\u003e
branding smite, warding bond\n9th --\u003e aura of vitality, conjure barrage\n13th
--\u003e aura of purity, fire shield\n17th --\u003e banishing smite, mass cure
wounds","level":17}],"id":"Custom82d597e0-82f2-4073-ab37-
54427572de91","isFeature":true,"jsonType":"feat","level":1,"name":"Battle Smith
Spells","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"Your combat training and your experiments with magic have paid off
in two ways:\n\n- You gain proficiency with martial weapons.\n- When you attack
with a magic weapon, you can use your Intelligence modifier, instead of Strength or
Dexterity modifier, for the attack and damage
rolls.","level":3}],"id":"Custom839fbc19-a03e-4b87-8c52-
2ef7b5b85f1d","isFeature":true,"jsonType":"feat","level":1,"name":"Battle
Ready","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"Your tinkering has borne you a faithful companion, a steel
defender. It is friendly to you and your companions, and it obeys your commands.
See this creature\u0027s game statistics in the steel defender stat block. You
determine the creature\u0027s appearance and whether it has two legs or four; your
choice has no effect on its game statistics.\nIn combat, the steel defender 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 one
of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search
action.\nIf the mending spell is cast on it, it regains 2d6 hit points. If it has
died within the last hour, you can use your smith\u0027s tools as an action to
revive it, provided you are within 5 feet of it and you expend a spell slot of 1st
level or higher. The steel defender returns to life after 1 minute with all its hit
points restored.\nAt the end of a long rest, you can create a new steel defender if
you have your smith\u0027s tools with you. If you already have a steel defender
from this feature, the first one immediately
perishes.","level":3}],"id":"Customd180a6c4-355c-4b24-9401-
2a90089ec40c","isFeature":true,"jsonType":"feat","level":1,"name":"Steel
Defender","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"You can attack twice, rather than once, whenever you take the
Attack action on your turn","level":5}],"id":"Custom801e7bdb-1674-448d-b44e-
424aadfae67e","isFeature":true,"jsonType":"feat","level":1,"name":"Extra
Attack","notes":"","type":"Feat"},"level":5},{"feat":{"descriptionModels":
[{"description":"You learn new ways to channel arcane en energy to harm or heal.
When either you hit a target with a magic weapon attack or your steel defender hits
a target, you can channel magical energy through the strike to create one of the
following effects:\n- The target takes an extra 2d6 force damage.\n- Choose one
creature or object you can see within 30 feet of the target. Healing energy flows
into the chosen recipient, restoring 2d6 hit points to it.\n\nYou can use this
energy a number of times equal to your Intelligence modifier (minimum of once), but
you can do so no more than once on a turn. You regain all expended uses when you
finish a long rest.","level":9},{"description":"You learn new ways to channel
arcane en energy to harm or heal. When either you hit a target with a magic weapon
attack or your steel defender hits a target, you can channel magical energy through
the strike to create one of the following effects:\n- The target takes an extra 4d6
force damage.\n- Choose one creature or object you can see within 30 feet of the
target. Healing energy flows into the chosen recipient, restoring 4d6 hit points to
it.\n\nYou can use this energy a number of times equal to your Intelligence
modifier (minimum of once), but you can do so no more than once on a turn. You
regain all expended uses when you finish a long
rest.","level":15}],"id":"Customf16c1a7a-9b29-403f-9378-
343c3f962791","isFeature":true,"jsonType":"feat","level":1,"name":"Arcane
Jolt","notes":"","type":"Feat"},"level":9},{"feat":{"descriptionModels":
[{"description":"Your Arcane Jolt and steel defender be come more powerful:\n\n-
The extra damage and the healing of your Arcane Jolt both increase to 4d6.\n- Your
steel defender gains a +2 bonus to Armor Class.\n- Whenever your steel defender
uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your
Intelligence modifier.","level":15}],"id":"Custom962180f9-baac-45b0-a471-
451fb716753b","isFeature":true,"jsonType":"feat","level":1,"name":"Improved
Defender","notes":"","type":"Feat"},"level":15}],"hpModifier":"CON","id":"artificer
__eb__battle_smith","jsonType":"class","languages":
[],"modelType":"Archetype","multiclassArmor":true,"multiclassSkills":true,"multicla
ssTools":true,"multiclassWeapons":true,"name":"Battle Smith","selectableFeatures":
[],"shouldShowCompanion":true,"skillProficiencies":[],"specialAbilities":
[],"spellSlots":[],"spellcastingAbility":"INT","spells":[{"level":3,"spellModel":
{"castingTime":"1 action","classes":"bard, paladin","components":"V,
S","description":"A willing creature you touch is imbued with bravery. Until the
spell ends, the creature is immune to being frightened and gains temporary hit
points equal to your spellcasting ability modifier at the start
of each of its turns. When the spell ends, the target loses any remaining
temporary hit points from this spell.","duration":"Concentration, up to 1
minute","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","lev
el":1,"name":"Heroism","notes":"","pinned":false,"prepared":false,"range":"Touch","
school":"enchantment","type":"1st-level enchantment"}},{"level":3,"spellModel":
{"castingTime":"1 reaction, which you take when you are hit by an attack or
targeted by the magic missile spell","classes":"sorcerer, fighter, rogue,
wizard","components":"V, S","description":"An invisible barrier of magical force
appears and protects you. Until the start of your next turn, you have a +5 bonus to
AC, including against the triggering attack, and you take no damage from magic
missile.","duration":"1
round","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","leve
l":1,"name":"Shield","notes":"","pinned":false,"prepared":false,"range":"Self","sch
ool":"abjuration","type":"1st-level abjuration"}},{"level":5,"spellModel":
{"castingTime":"1 action","classes":"paladin","components":"V","description":"The
next time you hit a creature with a weapon attack before this spell ends, the
weapon gleams with astral radiance as you strike. The attack deals an extra 2d6
radiant damage to the target, which becomes visible if it’s invisible, and the
target sheds dim light in a 5-foot radius and can’t become invisible until the
spell ends.","duration":"Concentration, up to 1 minute","higherLevels":"When you
cast this spell using a spell slot of 3rd level or higher, the extra damage
increases by 1d6 for each slot level above
2nd.","isCustom":false,"isRitual":false,"jsonType":"spell","level":2,"name":"Brandi
ng
Smite","notes":"","pinned":false,"prepared":false,"range":"self","school":"evocatio
n","type":"2nd-Level evocation"}},{"level":5,"spellModel":{"castingTime":"1
action","classes":"cleric","components":"V, S, M (a pair of platinum rings worth at
least 50 gp each, which you and the target must wear for the
duration)","description":"This spell wards a willing creature you touch and creates
a mystic connection between you and the target until the spell ends. While the
target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and
it has resistance to all damage. Also, each time it takes damage, you take the same
amount of damage.\n\nThe spell ends if you drop to 0 hit points or if you and the
target become separated by more than 60 feet. It also ends if the spell is cast
again on either of the connected creatures. You can also dismiss the spell as an
action.","duration":"1
hour","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","level
":2,"name":"Warding
Bond","notes":"","pinned":false,"prepared":false,"range":"Touch","school":"abjurati
on","type":"2nd-level abjuration"}},{"level":9,"spellModel":{"castingTime":"1
action","classes":"druid, paladin","components":"V","description":"Healing energy
radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura
moves with you, centered on you. You can use a bonus action to cause one creature
in the aura (including you) to regain 2d6 hit points.","duration":"Concentration,
up to 1
minute","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","lev
el":3,"name":"Aura Of
Vitality","notes":"","pinned":false,"prepared":false,"range":"Self (30-foot
radius)","school":"Abjuration","type":"3rd-level abjuration"}},
{"level":9,"spellModel":{"castingTime":"1 action","classes":"ranger__revised__,
ranger","components":"V, S, M (one piece of ammunition or a thrown
weapon)","description":"You throw a nonmagical weapon or fire a piece of nonmagical
ammunition into the air to create a cone of identical weapons that shoot forward
and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity
saving throw. A creature takes 3d8 damage on a failed save, or half as much damage
on a successful one. The damage type is the same as that of the weapon or
ammunition used as a
component.","duration":"Instantaneous","higherLevels":"","isCustom":false,"isRitual
":false,"jsonType":"spell","level":3,"name":"Conjure
Barrage","notes":"","pinned":false,"prepared":false,"range":"Self (60-foot
cone)","school":"conjuration","type":"3rd-level conjuration"}},
{"level":13,"spellModel":{"castingTime":"1
action","classes":"paladin","components":"V","description":"","duration":"Concentra
tion, up to 10
minutes","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","le
vel":4,"name":"Aura of
Purity","notes":"","pinned":false,"prepared":false,"range":"Self (30-foot
radius)","school":"abjuration","type":"4th-level abjuration"}},
{"level":13,"spellModel":{"castingTime":"1 action","classes":"rogue, druid,
fighter, wizard","components":"V, S, M (a bit of phosphorous or a
firefly)","description":"Thin and wispy flames wreathe your body for the duration,
shedding bright light in a 10-foot radius and dim light for an additional 10 feet,
You can end the spell early by using an action to dismiss it.\n\nThe flames provide
you with a warm shield or a chill shield, as you choose. The warm shield grants you
resistance to cold damage, and the chill shield grants you resistance to fire
damage.\n\nIn addition, whenever a creature within 5 feet of you hits you with a
melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from
a warm shield, or 2d8 cold damage from a cold shield.","duration":"10
minutes","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","le
vel":4,"name":"Fire
Shield","notes":"","pinned":false,"prepared":false,"range":"Self","school":"Abjurat
ion","type":"4th-level abjuration"}},{"level":17,"spellModel":{"castingTime":"1
bonus action","classes":"paladin","components":"V","description":"The next time you
hit a creature with a weapon attack before this spell ends, your weapon crackles
with force, and the attack deals an extra 5d10 force damage to the target.
Additionally, if this attack reduces the target to 50 hit points or fewer, you
banish it. If the target is native to a different plane of existence than the one
you\u0027re on, the target disappears, returning to its home plane. If the target
is native to the plane you\u0027re on, the creature vanishes into a harmless
demiplane. While there, the target is incapacitated. It remains there until the
spell ends, at which point the target reappears in the space it left or in the
nearest unoccupied space if that space is occupied.","duration":"Concentration, up
to 1
minute","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","lev
el":5,"name":"Banishing
Smite","notes":"","pinned":false,"prepared":false,"range":"Self","school":"abjurati
on","type":"5th-level abjuration"}},{"level":17,"spellModel":{"castingTime":"1
action","classes":"bard, cleric, druid","components":"V, S","description":"A wave
of healing energy washes out from a point of your choice within range. Choose up to
six creatures in a 30-foot-radius sphere centered on that point. Each target
regains hit points equal to 3d8 + your spellcasting ability modifier. This spell
has no effect on undead or
constructs.","duration":"Instantaneous","higherLevels":"When you cast this spell
using a spell slot of 6th level or higher, the healing increases by 1d8 for each
slot level above
5th.","isCustom":false,"isRitual":false,"jsonType":"spell","level":5,"name":"Mass
Cure Wounds","notes":"","pinned":false,"prepared":false,"range":"60
feet","school":"conjuration","type":"5th-level conjuration"}}],"subtypes":
[],"toolProficiencies":[{"hint":"","level":1,"proficiency":"Smith\u0027s
tools"}],"weaponProficiencies":
[{"hint":"","level":1,"proficiency":"all_martial"}]},
{"acModifier":"DEX","armorProficiencies":[{"hint":"","level":1,"proficiency":"Heavy
Armor"}],"attacksByLevel":[],"baseAc":10,"classWeapon":
{"abilityName":"Strength","damageType":"Bludgeoning","diceAmount":1,"diceTypeName":
"D4","name":""},"effectiveCasterLevel":"PARENT","features":[{"feat":
{"descriptionModels":[{"description":"You gain proficiency with heavy armor. You
also gain proficiency with smith\u0027s tools. If you already have this tool
proficiency, you gain proficiency with one other type of artisan\u0027s tools of
your choice.","level":3}],"id":"Custom9dc48ca0-77b4-4a11-9898-
3ae433b7f871","isFeature":true,"jsonType":"feat","level":1,"name":"Tools of the
Trade","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"You always have certain spells prepared after you reach particular
levels in this class, as shown in the Armorer Spells table. These spells count as
artificer spells for you, but they don\u0027t count against the number of artificer
spells you prepare.\n\nArtificer Level --\u003e spells\n\n3rd --\u003e magic
missile, thunderwave","level":3},{"description":"You always have certain spells
prepared after you reach particular levels in this class, as shown in the Armorer
Spells table. These spells count as artificer spells for you, but they don\u0027t
count against the number of artificer spells you prepare.\n\nArtificer Level --\
u003e spells\n\n3rd --\u003e magic missile, thunderwave\n5th --\u003e mirror image,
shatter","level":5},{"description":"You always have certain spells prepared after
you reach particular levels in this class, as shown in the Armorer Spells table.
These spells count as artificer spells for you, but they don\u0027t count against
the number of artificer spells you prepare.\n\nArtificer Level --\u003e spells\n\
n3rd --\u003e magic missile, thunderwave\n5th --\u003e mirror image, shatter\n9th
--\u003e hypnotic pattern, lightning bolt","level":9},{"description":"You always
have certain spells prepared after you reach particular levels in this class, as
shown in the Armorer Spells table. These spells count as artificer spells for you,
but they don\u0027t
count against the number of artificer spells you prepare.\n\nArtificer Level --\
u003e spells\n\n3rd --\u003e magic missile, thunderwave\n5th --\u003e mirror image,
shatter\n9th --\u003e hypnotic pattern, lightning bolt\n13th --\u003e fire shield,
greater invisibility","level":13},{"description":"You always have certain spells
prepared after you reach particular levels in this class, as shown in the Armorer
Spells table. These spells count as artificer spells for you, but they don\u0027t
count against the number of artificer spells you prepare.\n\nArtificer Level --\
u003e spells\n\n3rd --\u003e magic missile, thunderwave\n5th --\u003e mirror image,
shatter\n9th --\u003e hypnotic pattern, lightning bolt\n13th --\u003e fire shield,
greater invisibility\n17th --\u003e passwall, wall of
force","level":17}],"id":"Custom11ba8595-e21f-40fe-8743-
3395e36da208","isFeature":true,"jsonType":"feat","level":1,"name":"Armorer
Spells","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"Your metallurgical pursuits have led to you making armor a conduit
for your magic.\nAs an action, you can turn a suit of heavy armor you are wearing
into Arcane Armor, provided you have smith\u0027s tools in hand.\n\nYou gain the
following benefits while wearing this armor:\n\n- If the armor normally has a
Strength requirement, the arcane armor lacks this requirement for you.\n- You can
use the arcane armor as a spellcasting focus for your artificer spells.\n- The
arcane armor attaches to you and can\u0027t be removed against your will. It also
expands to cover your entire body, although you can retract or deploy the helmet as
a bonus action. The armor replaces any missing limbs, functioning identically to a
limb it replaces.\n- You can doff or don the armor as an action.\n\nThe armor
continues to be Arcane Armor until you don another suit of armor or you
die.","level":3}],"id":"Custom881965c7-c8ed-4e16-94c0-
82fc77874074","isFeature":true,"jsonType":"feat","level":1,"name":"Arcane
Armor","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"You can customize your Arcane Armor. When you do so, choose one of
the following armor models: Guardian or Infiltrator. The model you choose gives you
special benefits while you wear it.\nEach model includes a special weapon. When you
attack with that weapon, you can use your Intelligence modifier, instead of
Strength or Dexterity, to attack and damage rolls.\nYou can change the armor\u0027s
model whenever you finish a short or long rest, provided you have smith\u0027s
tools in hand.\n\n\n+ Guardian: You design your armor to be in the frontline of
conflict. It has the following features:\n\n- Thunder Gauntlets: Each of the armor\
u0027s gauntlets count as a simple melee weapon while you aren\u0027t holding
anything in it, and each deals 1d8 thunder damage on a hit. A creature hit by the
gauntlet has disadvantage on attack rolls against targets other than you until the
start of your next turn, as the armor magically emits a distracting pulse when the
creature attacks someone else.\n- Defensive Field: As a bonus action, you can gain
temporary hit points equal to your level in this class, replacing any temporary hit
points you already have. You lose these temporary hit points if you doff the armor.
You can use this bonus action a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish a long rest. \n\n\n+ Infiltrator:
You customize your armor for subtle undertakings. It has the following features:\n\
n- Lightning Launcher: A gemlike node appears on one of your armored fists or on
the chest (your choice). It counts as a simple ranged weapon, with a normal range
of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a
hit. Once on each of your turns when you hit a creature with it, you can deal an
extra 1d6 lightning damage to that target.\n- Powered Steps: Your walking speed
increases by 5 feet.\n- Dampening Field: You have advantage on Dexterity (Stealth)
checks. If the armor normally imposes disadvantage on such checks, the advantage
and disadvantage cancel each other, as normal.","level":3}],"id":"Customd8f4d33e-
c0a6-44e2-ab9b-
ea9415ce2baa","isFeature":true,"jsonType":"feat","level":1,"name":"Armor
Model","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"You can attack twice, rather than once, whenever you take the
Attack action on your turn","level":5}],"id":"Custom2193c15b-2ca3-4be7-9f3d-
4bd7f650c360","isFeature":true,"jsonType":"feat","level":1,"name":"Extra
Attack","notes":"","type":"Feat"},"level":5},{"feat":{"descriptionModels":
[{"description":"You learn how to use your artificer infusions to specially modify
your Arcane Armor. That armor now counts as separate items for the purposes of your
Infuse Items feature: armor (the chest piece), boots, helmet, and the armor\u0027s
special weapon. Each of those items can bear one of your infusions, and the
infusions transfer over if you change your armor\u0027s model with the Armor Model
feature. In addition, the maximum number of items you can infuse at once increases
by 2, but those extra items must be part of your Arcane
Armor.","level":9}],"id":"Custom8637d927-818f-43d8-b323-
7632ca4ae11f","isFeature":true,"jsonType":"feat","level":1,"name":"Armor
Modifications","notes":"","type":"Feat"},"level":9},{"feat":{"descriptionModels":
[{"description":"Your Arcane Armor gains additional benefits based on its model, as
shown below.\n\n+ Guardian: When a Huge or smaller creature you can see ends its
turn within 30 feet of you, you can use your reaction to magically force the
creature to make a Strength saving throw against your spell save DC, pulling the
creature up to 30 feet toward you to an unoccupied space. If you pull the target to
a space within 5 feet of you, you can make a melee attack against it as part of
this reaction.\nYou can use this reaction a number of times equal to your
proficiency bonus, and you regain all expended uses of it when you finish a long
rest.\n\n\n+ Infiltrator: Any creature that takes lightning damage from your
Lightning Launcher glimmers with magical light until the start of your next turn.
The glimmering creature sheds dim light in a 5 foot radius, ithas disadvantage on
attack rolls against you, as the light jolts it if it attacks you. In addition, the
next attack roll against it has advantage, and if that attack hits, the target
takes an extra 1d6 lightning damage.","level":15}],"id":"Custom192949b5-84fc-4365-
9617-c100e4297271","isFeature":true,"jsonType":"feat","level":1,"name":"Perfected
Armor","notes":"","type":"Feat"},"level":15}],"hpModifier":"CON","id":"artificer__e
b__armorer_[ua]","jsonType":"class","languages":
[],"modelType":"Archetype","multiclassArmor":true,"multiclassSkills":true,"multicla
ssTools":true,"multiclassWeapons":true,"name":"Armorer","selectableFeatures":
[],"shouldShowCompanion":false,"skillProficiencies":[],"specialAbilities":
[{"amountsPerLevel":
[{"amount":2,"level":9}],"associatedValueName":"","id":"416b6851-0bda-48dc-bbd8-
3e88ee6dc03d","name":"Arcane Armor Infusions","usesLeft":0}],"spellSlots":
[],"spellcastingAbility":"INT","spells":[{"level":3,"spellModel":{"castingTime":"1
action","classes":"sorcerer, fighter, rogue, wizard","components":"V,
S","description":"You create three glowing darts of magical force. Each dart hits a
creature of your choice that you can see within range. A dart deals 1d4 + 1 force
damage to its target. The darts all strike simultaneously, and you can direct them
to hit one creature or several.","duration":"Instantaneous","higherLevels":"When
you cast this spell using a spell slot of 2nd level or higher, the spell creates
one more dart for each slot level above
1st.","isCustom":false,"isRitual":false,"jsonType":"spell","level":1,"name":"Magic
Missile","notes":"","pinned":false,"prepared":false,"range":"120
feet","school":"evocation","type":"1st-level evocation"}},{"level":5,"spellModel":
{"castingTime":"1 action","classes":"sorcerer, warlock, blood_hunter, fighter,
rogue, wizard","components":"V, S","description":"Three illusory duplicates of
yourself appear in your space. Until the spell ends, the duplicates move with you
and mimic your actions, shifting position so it\u0027s impossible to track which
image is real. You can use your action to dismiss the illusory duplicates.\n\nEach
time a creature targets you with an attack during the spell\u0027s duration, roll a
d20 to determine whether the attack instead targets one of your duplicates.\n\nlf
you have three duplicates, you must roll a 6 or higher to change the attack\u0027s
target to a duplicate. With two duplicates, you must roll an 8 or higher. With one
duplicate, you must roll an 11 or higher.\n\nA duplicate\u0027s AC equals 10 + your
Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A
duplicate can be destroyed only by an attack that hits it. It ignores all other
damage and effects. The spell ends when all three duplicates are destroyed.\n\nA
creature is unaffected by this spell if it can\u0027t see, if it relies on senses
other than sight, such as blindsight, or if it can perceive illusions as false, as
with truesight.","duration":"1
Minute","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","lev
el":2,"name":"Mirror
Image","notes":"","pinned":false,"prepared":false,"range":"Self","school":"illusion
","type":"2nd-level illusion"}},{"level":5,"spellModel":{"castingTime":"1
action","classes":"bard, sorcerer, warlock, blood_hunter, fighter, rogue,
wizard","components":"V, S, M (a chip of mica)","description":"A sudden loud
ringing noise, painfully intense, erupts from a point of your choice within range.
Each creature in a lO-foot-radius sphere centered on that point must make a
Constitution saving throw. A creature takes 3d8 thunder
damage on a failed save, or half as much damage on a successful one. A creature
made of inorganic material such as stone, crystal, or metal has disadvantage on
this saving throw.\n\nA nonmagical object that isn\u0027t being worn or carried
also takes the damage if it\u0027s in the spell\u0027s
area.","duration":"Instantaneous","higherLevels":"When you cast this spell using a
spell slot of 3rd levei or higher, the damage increases by ld8 for each slot level
above
2nd.","isCustom":false,"isRitual":false,"jsonType":"spell","level":2,"name":"Shatte
r","notes":"","pinned":false,"prepared":false,"range":"60
feet","school":"evocation","type":"2nd-level evocation"}},{"level":9,"spellModel":
{"castingTime":"1 action","classes":"bard, sorcerer, warlock, blood_hunter,
fighter, rogue, wizard","components":"S, M (a glowing stick of incense or a crystal
vial filled with phosphorescent material)","description":"You create a twisting
pattern of colors that weaves through the air inside a 30-foot cube within range.
The pattern appears for a moment and vanishes. Each creature in the area who sees
the pattern must make a Wisdom saving throw. On a failed save, the creature becomes
charmed for the duration. While charmed by this spell, the creature is
incapacitated and has a speed of 0.\n\nThe spell ends for an affected creature if
it takes any damage or if someone else uses an action to shake the creature out of
its stupor.","duration":"Concentration, up to 1
minute","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","lev
el":3,"name":"Hypnotic
Pattern","notes":"","pinned":false,"prepared":false,"range":"120
feet","school":"illusion","type":"3rd-level illusion"}},{"level":9,"spellModel":
{"castingTime":"1 action","classes":"sorcerer, fighter, rogue,
wizard","components":"V, S, M (a bit of fur and a rod of amber, crystal, or
glass)","description":"A stroke of lightning forming a line 100 feet long and 5
feet wide blasts out from you in a direction you choose. Each creature in the line
must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a
failed save, or half as much damage on a successful one.\n\nThe lightning ignites
flammable objects in the area that aren\u0027t being worn or
carried.","duration":"Instantaneous","higherLevels":"When you cast this spell using
a spell slot of 4th level or higher, the damage increases by 1d6 for each slot
level above
3rd.","isCustom":false,"isRitual":false,"jsonType":"spell","level":3,"name":"Lightn
ing Bolt","notes":"","pinned":false,"prepared":false,"range":"Self (1OO-foot
line)","school":"evocation","type":"3rd-level evocation"}},
{"level":13,"spellModel":{"castingTime":"1 action","classes":"rogue, druid,
fighter, wizard","components":"V, S, M (a bit of phosphorous or a
firefly)","description":"Thin and wispy flames wreathe your body for the duration,
shedding bright light in a 10-foot radius and dim light for an additional 10 feet,
You can end the spell early by using an action to dismiss it.\n\nThe flames provide
you with a warm shield or a chill shield, as you choose. The warm shield grants you
resistance to cold damage, and the chill shield grants you resistance to fire
damage.\n\nIn addition, whenever a creature within 5 feet of you hits you with a
melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from
a warm shield, or 2d8 cold damage from a cold shield.","duration":"10
minutes","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","le
vel":4,"name":"Fire
Shield","notes":"","pinned":false,"prepared":false,"range":"Self","school":"Abjurat
ion","type":"4th-level abjuration"}},{"level":13,"spellModel":{"castingTime":"1
action","classes":"sorcerer, fighter, rogue, wizard, bard","components":"V,
S","description":"You or a creature you touch becomes invisible until the spell
ends. Anything the target is wearing or carrying is invisible as long as it is on
the target’s person.","duration":"Concentration, up to 1
minute","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","lev
el":4,"name":"Greater
Invisibility","notes":"","pinned":false,"prepared":false,"range":"Touch","school":"
illusion","type":"4th-level illusion"}},{"level":17,"spellModel":{"castingTime":"1
action","classes":"fighter, rogue, wizard","components":"V, S, M (a pinch of sesame
seeds)","description":"A Passage appears at a point of your choice that you can see
on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor)
within range, and lasts for the Duration. You choose the opening\u0027s dimensions
- up to 5 feet wide, 8 feet tall, and 20 feet deep. The Passage creates no
instability in a structure surrounding it.\n\nWhen the opening disappears, any
creatures or Objects still in the Passage created by the spell are safely ejected
to an unoccupied space nearest to the surface on which you cast the
spell","duration":"1
hour","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","level
":5,"name":"Passwall","notes":"","pinned":false,"prepared":false,"range":"30
feet","school":"transmutation","type":"5th-level transmutation"}},
{"level":17,"spellModel":{"castingTime":"1 action","classes":"fighter, rogue,
wizard","components":"V, S, M (a pinch of powder made by crushing a clear
gemstone)","description":"An invisible wall of force springs into existence at a
point you choose within range. The wall appears in any orientation you choose, as a
horizontal or vertical barrier or at an angle. It can be free floating or resting
on a solid surface. You can form it into a hemispherical dome or a sphere with a
radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-
10-foot panels. Each panel must be contiguous with another panel. In any form, the
wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a
creature’s space when it appears, the creature is pushed to one side of the wall
(your choice which side).\n\nNothing can physically pass through the wall. It is
immune to all damage and can’t be dispelled by *[dispel magic](../dispel-
magic/ \"dispel magic (lvl 3)\")*. A
*[disintegrate](../disintegrate/ \"disintegrate (lvl 6)\")* spell destroys the wall
instantly, however. The wall also extends into the Ethereal Plane, blocking
ethereal travel through the wall.","duration":"Concentration, up to 10
minutes","higherLevels":"","isCustom":false,"isRitual":false,"jsonType":"spell","le
vel":5,"name":"Wall of
Force","notes":"","pinned":false,"prepared":false,"range":"120
feet","school":"evocation","type":"5th-level evocation"}},{"level":3,"spellModel":
{"castingTime":"1 action","classes":"bard, druid, sorcerer, fighter, rogue,
wizard","components":"V, S","description":"A wave of thunderous force sweeps out
from you. Each creature in a 15-foot cube originating from you must make a
Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage
and is pushed 10 feet away from you. On a successful save, the creature takes half
as much damage and isn’t pushed. In addition, unsecured objects that are completely
within the area of effect are automatically pushed 10 feet away from you by the
spell’s effect, and the spell emits a thunderous boom audible out to 300
feet.","duration":"Instantaneous","higherLevels":"When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level
above
1st.","isCustom":false,"isRitual":false,"jsonType":"spell","level":1,"name":"Thunde
rwave","notes":"","pinned":false,"prepared":false,"range":"Self (15-foot
cube)","school":"evocation","type":"1st-level evocation"}}],"subtypes":
[],"toolProficiencies":[{"hint":"","level":1,"proficiency":"Smith\u0027s
tools"}],"weaponProficiencies":[]}],"armorProficiencies":
[{"hint":"","level":1,"proficiency":"Light Armor"},
{"hint":"","level":1,"proficiency":"Medium Armor"},
{"hint":"","level":1,"proficiency":"Shields"}],"attacksByLevel":
[{"amount":1,"level":1}],"baseAc":10,"classEquipment":
[{"amountOfChoice":2,"equipmentsModels":[{"description":"","name":"Any simple
weapon","number":1},{"description":"","name":"Any simple
weapon","number":1}],"id":"0ba68399-803a-48d1-bd9d-4828d9fa8d4f"},
{"amountOfChoice":2,"equipmentsModels":[{"description":"","name":"Light
Crossbow","number":1},
{"ammunitionTypeName":"Bolt","description":"","name":"Bolts","number":20}],"id":"67
61c7db-438e-4538-82f5-1e3da700b84f"},{"amountOfChoice":1,"equipmentsModels":
[{"description":"","name":"Studded Leather Armor","number":1},
{"description":"","name":"Scale Mail","number":1}],"id":"a92cf039-21b7-4e03-963d-
bcf490c16eb2"},{"amountOfChoice":2,"equipmentsModels":
[{"description":"","name":"Thieves\u0027 Tools","number":1},
{"description":"","name":"Dungeoneer\u0027s Pack","number":1}],"id":"297f10e5-37a8-
439a-9dc2-a5f51a968901"}],"classSkills":[{"amountOfChoice":2,"id":"1d19807d-f4b5-
4027-8ec6-36e1f506995e","skills":[{},{},{},{},{},{},{}],"skillsModels":
[{"name":"Arcana","typeName":"SKILL"},{"name":"History","typeName":"SKILL"},
{"name":"Investigation","typeName":"SKILL"},{"name":"Medicine","typeName":"SKILL"},
{"name":"Nature","typeName":"SKILL"},{"name":"Perception","typeName":"SKILL"},
{"name":"Sleight of Hand","typeName":"SKILL"}]}],"classWeapon":
{"abilityName":"Strength","damageType":"Bludgeoning","diceAmount":1,"diceTypeName":
"D4","name":""},"effectiveCasterLevel":"HALF","features":[{"feat":
{"descriptionModels":[{"description":"You learn how to invest a spark of magic into
mundane objects. To use this ability, you must have thieves\u0027 tools or artisan\
u0027s 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:\n\n- The object sheds
bright light in a 5-foot radius and dim light for an additional 5 feet.\n- 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.\n- 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.\n- A static visual effect
appears on one of the object\u0027s sur faces. This effect can be a picture, up to
25 words of text, lines and shapes, or a mixture of these elements, as you like.\n\
nThe chosen property lasts indefinitely. As an action. you can touch the object and
end the property early. \nYou can bestow magic on multiple objects, touching one
object each time you use this feature, though a single object can only bear one
property at a time. The maximum number of objects you can affect with this 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.","level":1}],"id":"Custom8f71453a-671c-42c2-9f98-
2700bbac6648","isFeature":true,"jsonType":"feat","level":1,"name":"Magical
Tinkering","notes":"","type":"Feat"},"level":1},{"feat":{"descriptionModels":
[{"description":"You\u0027ve studied the workings of magic and how to cast spells,
channeling the magic through objects. To observers, you don\u0027t appear to be
casting spells in a conventional way; you appear to produce wonders from mundane
items and outlandish inventions.\n\nTOOLS REQUIRED\nYou produce your artificer
spell effects through your tools. You must have a spellcasting focus--specifically
thieves\u0027 tools or some kind of artisan\u0027s 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. \nAfter you gain the Infuse Item feature at 2nd level, you can also
use any item bearing one of your infusions as a spellcasting focus.\n\nCANTRIPS\
nYou know two cantrips of your choice from the artificer spell list. At higher
levels, you learn additional artificer cantrips of your choice.\nWhen 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.\n\nPREPARING AND CASTING SPELLS\nYou
have two 1st-level spell slots. To cast one of your artificer spells of 1st level
or higher, you must expend a slot of the spell\u0027s level or higher. You regain
all expended spell slots when you finish a long rest. \nYou prepare the list of
artificer spells that are available for you to cast, choosing from the artificer
spell list. When you do so, choose a number of artificer spells equal to your
Intelligence modifier + half your artificer level, rounded down (minimum of one
spell). The spells must be of a level for which you have spell slots. \nFor
example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-
level spell slots. With an Intelligence of 14, your list of prepared spells can
include four spells of 1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot.
Casting the spell doesn\u0027t remove it from your list of prepared spells. \nYou
can change your list of prepared spells when you finish a long rest. Preparing a
new list of artificer spells requires time spent tinkering with your spellcasting
focuses: at least 1 minute per spell level for each spell on your list.\n\
nSPELLCASTING ABILITY\nIntelligence is your spellcasting ability for your artificer
spells: your understanding of the theory behind magic allows you to wield these
spells with superior skill. You use your Intelligence whenever an artificer spell
refers to your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for an artificer spell you cast and when
making an attack roll with one.\n\nSpell save DC \u003d 8 + your proficiency bonus
+ your Intelligence modifier\n\nSpell attack modifier \u003d your proficiency bonus
+ your Intelligence modifier\n\nRITUAL CASTING\nYou can cast an artificer spell as
a ritual if that spell has the ritual tag and you have the spell
prepared.","level":1},{"description":"You\u0027ve studied the workings of magic and
how to cast spells, channeling the magic through objects. To observers, you don\
u0027t appear to be casting spells in a conventional way; you appear to produce
wonders from mundane items and outlandish inventions.\n\nTOOLS REQUIRED\nYou
produce your artificer spell effects through your tools. You must have a
spellcasting focus--specifically thieves\u0027 tools or some kind of artisan\u0027s
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. \nAfter you gain the Infuse Item
feature at 2nd level, you can also use any item bearing one of your infusions as a
spellcasting focus.\n\nCANTRIPS\nYou know two cantrips of your choice from the
artificer spell list. At higher levels, you learn additional artificer cantrips of
your choice.\nWhen 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.\n\
nPREPARING AND CASTING SPELLS\nYou have three 1st-level spell slots. To cast one of
your artificer spells of 1st level or higher, you must expend a slot of the spell\
u0027s level or higher. You regain all expended spell slots when you finish a long
rest. \nYou prepare the list of artificer spells that are available for you to
cast, choosing from the artificer spell list. When you do so, choose a number of
artificer spells equal to your Intelligence modifier + half your artificer level,
rounded down (minimum of one spell). The spells must be of a level for which you
have spell slots. \nFor example, if you are a 5th-level artificer, you have four
1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of
prepared spells can include four spells of 1st or 2nd level, in any combination. If
you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a
2nd-level slot. Casting the spell doesn\u0027t remove it from your list of prepared
spells. \nYou can change your list of prepared spells when you finish a long rest.
Preparing a new list of artificer spells requires time spent tinkering with your
spellcasting focuses: at least 1 minute per spell level for each spell on your
list.\n\nSPELLCASTING ABILITY\nIntelligence is your spellcasting ability for your
artificer spells: your understanding of the theory behind magic allows you to wield
these spells with superior skill. You use your Intelligence whenever an artificer
spell refers to your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for an artificer spell you cast and when
making an attack roll with one.\n\nSpell save DC \u003d 8 + your proficiency bonus
+ your Intelligence modifier\n\nSpell attack modifier \u003d your proficiency bonus
+ your Intelligence modifier\n\nRITUAL CASTING\nYou can cast an artificer spell as
a ritual if that spell has the ritual tag and you have the spell
prepared.","level":3},{"description":"You\u0027ve studied the workings of magic and
how to cast spells, channeling the magic through objects. To observers, you don\
u0027t appear to be casting spells in a conventional way; you appear to produce
wonders from mundane items and outlandish inventions.\n\nTOOLS REQUIRED\nYou
produce your artificer spell effects through your tools. You must have a
spellcasting focus--specifically thieves\u0027 tools or some kind of artisan\u0027s
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. \nAfter you gain the Infuse Item
feature at 2nd level, you can also use any item bearing one of your infusions as a
spellcasting focus.\n\nCANTRIPS\nYou know two cantrips of your choice from the
artificer spell list. At higher levels, you learn additional artificer cantrips of
your choice.\nWhen 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.\n\
nPREPARING AND CASTING SPELLS\nYou have four 1st-level and two 2nd-level spell
slots. To cast one of your artificer spells of 1st level or higher, you must expend
a slot of the spell\u0027s level or higher. You regain all expended spell slots
when you finish a long rest. \nYou prepare the list of artificer spells that are
available for you to cast, choosing from the artificer spell list. When you do so,
choose a number of artificer spells equal to your Intelligence modifier + half your
artificer level, rounded down (minimum of one spell). The spells must be of a level
for which you have spell slots. \nFor example, if you are a 5th-level artificer,
you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14,
your list of prepared spells can include four spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level spell cure wounds, you can cast it using
a 1st-level or a 2nd-level slot. Casting the spell doesn\u0027t remove it from your
list of prepared spells. \nYou can change your list of prepared spells when you
finish a long rest. Preparing a new list of artificer spells requires time spent
tinkering with your spellcasting focuses: at least 1 minute per spell level for
each spell on your list.\n\nSPELLCASTING ABILITY\nIntelligence is your spellcasting
ability for your artificer spells: your understanding of the theory behind magic
allows you to wield these spells with superior skill. You use your Intelligence
whenever an artificer spell refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving throw DC for an artificer
spell you cast and when making an attack
roll with one.\n\nSpell save DC \u003d 8 + your proficiency bonus + your
Intelligence modifier\n\nSpell attack modifier \u003d your proficiency bonus + your
Intelligence modifier\n\nRITUAL CASTING\nYou can cast an artificer spell as a
ritual if that spell has the ritual tag and you have the spell
prepared.","level":5},{"description":"You\u0027ve studied the workings of magic and
how to cast spells, channeling the magic through objects. To observers, you don\
u0027t appear to be casting spells in a conventional way; you appear to produce
wonders from mundane items and outlandish inventions.\n\nTOOLS REQUIRED\nYou
produce your artificer spell effects through your tools. You must have a
spellcasting focus--specifically thieves\u0027 tools or some kind of artisan\u0027s
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. \nAfter you gain the Infuse Item
feature at 2nd level, you can also use any item bearing one of your infusions as a
spellcasting focus.\n\nCANTRIPS\nYou know two cantrips of your choice from the
artificer spell list. At higher levels, you learn additional artificer cantrips of
your choice.\nWhen 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.\n\
nPREPARING AND CASTING SPELLS\nYou have four 1st-level and three 2nd-level spell
slots. To cast one of your artificer spells of 1st level or higher, you must expend
a slot of the spell\u0027s level or higher. You regain all expended spell slots
when you finish a long rest. \nYou prepare the list of artificer spells that are
available for you to cast, choosing from the artificer spell list. When you do so,
choose a number of artificer spells equal to your Intelligence modifier + half your
artificer level, rounded down (minimum of one spell). The spells must be of a level
for which you have spell slots. \nFor example, if you are a 5th-level artificer,
you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14,
your list of prepared spells can include four spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level spell cure wounds, you can cast it using
a 1st-level or a 2nd-level slot. Casting the spell doesn\u0027t remove it from your
list of prepared spells. \nYou can change your list of prepared spells when you
finish a long rest. Preparing a new list of artificer spells requires time spent
tinkering with your spellcasting focuses: at least 1 minute per spell level for
each spell on your list.\n\nSPELLCASTING ABILITY\nIntelligence is your spellcasting
ability for your artificer spells: your understanding of the theory behind magic
allows you to wield these spells with superior skill. You use your Intelligence
whenever an artificer spell refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving throw DC for an artificer
spell you cast and when making an attack roll with one.\n\nSpell save DC \u003d 8 +
your proficiency bonus + your Intelligence modifier\n\nSpell attack modifier \u003d
your proficiency bonus + your Intelligence modifier\n\nRITUAL CASTING\nYou can cast
an artificer spell as a ritual if that spell has the ritual tag and you have the
spell prepared.","level":7},{"description":"You\u0027ve studied the workings of
magic and how to cast spells, channeling the magic through objects. To observers,
you don\u0027t appear to be casting spells in a conventional way; you appear to
produce wonders from mundane items and outlandish inventions.\n\nTOOLS REQUIRED\
nYou produce your artificer spell effects through your tools. You must have a
spellcasting focus--specifically thieves\u0027 tools or some kind of artisan\u0027s
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. \nAfter you gain the Infuse Item
feature at 2nd level, you can also use any item bearing one of your infusions as a
spellcasting focus.\n\nCANTRIPS\nYou know two cantrips of your choice from the
artificer spell list. At higher levels, you learn additional artificer cantrips of
your choice.\nWhen 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.\n\
nPREPARING AND CASTING SPELLS\nYou have four 1st-level, three 2nd-level and two
3rd-level spell slots. To cast one of your artificer spells of 1st level or higher,
you must expend a slot of the spell\u0027s level or higher. You regain all expended
spell slots when you finish a long rest. \nYou prepare the list of artificer spells
that are available for you to cast, choosing from the artificer spell list. When
you do so, choose a number of artificer spells equal to your Intelligence modifier
+ half your artificer level, rounded down (minimum of one spell). The spells must
be of a level for which you have spell slots. \nFor example, if you are a 5th-level
artificer, you have four 1st-level and two 2nd-level spell slots. With an
Intelligence of 14, your list of prepared spells can include four spells of 1st or
2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you
can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn\u0027t
remove it from your list of prepared spells. \nYou can change your list of prepared
spells when you finish a long rest. Preparing a new list of artificer spells
requires time spent tinkering with your spellcasting focuses: at least 1 minute per
spell level for each spell on your list.\n\nSPELLCASTING ABILITY\nIntelligence is
your spellcasting ability for your artificer spells: your understanding of the
theory behind magic allows you to wield these spells with superior skill. You use
your Intelligence whenever an artificer spell refers to your spellcasting ability.
In addition, you use your Intelligence modifier when setting the saving throw DC
for an artificer spell you cast and when making an attack roll with one.\n\nSpell
save DC \u003d 8 + your proficiency bonus + your Intelligence modifier\n\nSpell
attack modifier \u003d your proficiency bonus + your Intelligence modifier\n\
nRITUAL CASTING\nYou can cast an artificer spell as a ritual if that spell has the
ritual tag and you have the spell prepared.","level":9},{"description":"You\u0027ve
studied the workings of magic and how to cast spells, channeling the magic through
objects. To observers, you don\u0027t appear to be casting spells in a conventional
way; you appear to produce wonders from mundane items and outlandish inventions.\n\
nTOOLS REQUIRED\nYou produce your artificer spell effects through your tools. You
must have a spellcasting focus--specifically thieves\u0027 tools or some kind of
artisan\u0027s 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. \nAfter you
gain the Infuse Item feature at 2nd level, you can also use any item bearing one of
your infusions as a spellcasting focus.\n\nCANTRIPS\nYou know three cantrips of
your choice from the artificer spell list. At higher levels, you learn additional
artificer cantrips of your choice.\nWhen 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.\n\nPREPARING AND CASTING SPELLS\nYou have four 1st-level,
three 2nd-level and two 3rd-level spell slots. To cast one of your artificer spells
of 1st level or higher, you must expend a slot of the spell\u0027s level or higher.
You regain all expended spell slots when you finish a long rest. \nYou prepare the
list of artificer spells that are available for you to cast, choosing from the
artificer spell list. When you do so, choose a number of artificer spells equal to
your Intelligence modifier + half your artificer level, rounded down (minimum of
one spell). The spells must be of a level for which you have spell slots. \nFor
example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-
level spell slots. With an Intelligence of 14, your list of prepared spells can
include four spells of 1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot.
Casting the spell doesn\u0027t remove it from your list of prepared spells. \nYou
can change your list of prepared spells when you finish a long rest. Preparing a
new list of artificer spells requires time spent tinkering with your spellcasting
focuses: at least 1 minute per spell level for each spell on your list.\n\
nSPELLCASTING ABILITY\nIntelligence is your spellcasting ability for your artificer
spells: your understanding of the theory behind magic allows you to wield these
spells with superior skill. You use your Intelligence whenever an artificer spell
refers to your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for an artificer spell you cast and when
making an attack roll with one.\n\nSpell save DC \u003d 8 + your proficiency bonus
+ your Intelligence modifier\n\nSpell attack modifier \u003d your proficiency bonus
+ your Intelligence modifier\n\nRITUAL CASTING\nYou can cast an artificer spell as
a ritual if that spell has the ritual tag and you have the spell
prepared.","level":10},{"description":"You\u0027ve studied the workings of magic
and how to cast spells, channeling the magic through objects. To observers, you
don\u0027t appear to be casting spells in a conventional way; you appear to produce
wonders from mundane items and outlandish inventions.\n\nTOOLS REQUIRED\nYou
produce your artificer spell effects through your tools. You must have a
spellcasting focus--specifically thieves\u0027 tools or some kind of artisan\u0027s
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. \nAfter you gain the Infuse Item feature at 2nd level,
you can also use any item bearing one of your infusions as a spellcasting focus.\n\
nCANTRIPS\nYou know three cantrips of your choice from the artificer spell list. At
higher levels, you learn additional artificer cantrips of your choice.\nWhen 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.\n\nPREPARING AND CASTING
SPELLS\nYou have four 1st-level, three 2nd-level and three 3rd-level spell slots.
To cast one of your artificer spells of 1st level or higher, you must expend a slot
of the spell\u0027s level or higher. You regain all expended spell slots when you
finish a long rest. \nYou prepare the list of artificer spells that are available
for you to cast, choosing from the artificer spell list. When you do so, choose a
number of artificer spells equal to your Intelligence modifier + half your
artificer level, rounded down (minimum of one spell). The spells must be of a level
for which you have spell slots. \nFor example, if you are a 5th-level artificer,
you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14,
your list of prepared spells can include four spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level spell cure wounds, you can cast it using
a 1st-level or a 2nd-level slot. Casting the spell doesn\u0027t remove it from your
list of prepared spells. \nYou can change your list of prepared spells when you
finish a long rest. Preparing a new list of artificer spells requires time spent
tinkering with your spellcasting focuses: at least 1 minute per spell level for
each spell on your list.\n\nSPELLCASTING ABILITY\nIntelligence is your spellcasting
ability for your artificer spells: your understanding of the theory behind magic
allows you to wield these spells with superior skill. You use your Intelligence
whenever an artificer spell refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving throw DC for an artificer
spell you cast and when making an attack roll with one.\n\nSpell save DC \u003d 8 +
your proficiency bonus + your Intelligence modifier\n\nSpell attack modifier \u003d
your proficiency bonus + your Intelligence modifier\n\nRITUAL CASTING\nYou can cast
an artificer spell as a ritual if that spell has the ritual tag and you have the
spell prepared.","level":11},{"description":"You\u0027ve studied the workings of
magic and how to cast spells, channeling the magic through objects. To observers,
you don\u0027t appear to be casting spells in a conventional way; you appear to
produce wonders from mundane items and outlandish inventions.\n\nTOOLS REQUIRED\
nYou produce your artificer spell effects through your tools. You must have a
spellcasting focus--specifically thieves\u0027 tools or some kind of artisan\u0027s
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. \nAfter you gain the Infuse Item
feature at 2nd level, you can also use any item bearing one of your infusions as a
spellcasting focus.\n\nCANTRIPS\nYou know three cantrips of your choice from the
artificer spell list. At higher levels, you learn additional artificer cantrips of
your choice.\nWhen 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.\n\
nPREPARING AND CASTING SPELLS\nYou have four 1st-level, three 2nd-level, three 3rd-
level and one 4th-level spell slots. To cast one of your artificer spells of 1st
level or higher, you must expend a slot of the spell\u0027s level or higher. You
regain all expended spell slots when you finish a long rest. \nYou prepare the list
of artificer spells that are available for you to cast, choosing from the artificer
spell list. When you do so, choose a number of artificer spells equal to your
Intelligence modifier + half your artificer level, rounded down (minimum of one
spell). The spells must be of a level for which you have spell slots. \nFor
example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-
level spell slots. With an Intelligence of 14, your list of prepared spells can
include four spells of 1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot.
Casting the spell doesn\u0027t remove it from your list of prepared spells. \nYou
can change your list of prepared spells when you finish a long rest. Preparing a
new list of artificer spells requires time spent tinkering with your spellcasting
focuses: at least 1 minute per spell level for each spell on your list.\n\
nSPELLCASTING ABILITY\nIntelligence is your spellcasting ability for your artificer
spells: your understanding of the theory behind magic allows you to wield these
spells with superior skill. You use your Intelligence whenever an artificer spell
refers to your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for an artificer spell you cast and when
making an attack roll with one.\n\nSpell save DC \u003d 8 + your proficiency bonus
+ your Intelligence modifier\n\nSpell attack modifier \u003d your proficiency bonus
+ your Intelligence modifier\n\nRITUAL CASTING\nYou can cast an artificer spell as
a ritual if that spell has the ritual tag and you have the spell
prepared.","level":13},{"description":"You\u0027ve studied the workings of magic
and how to cast spells, channeling the magic through objects. To observers, you
don\u0027t appear to be casting spells in a conventional way; you appear to produce
wonders from mundane items and outlandish inventions.\n\nTOOLS REQUIRED\nYou
produce your artificer spell effects through your tools. You must have a
spellcasting focus--specifically thieves\u0027 tools or some kind of artisan\u0027s
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. \nAfter you gain the Infuse Item
feature at 2nd level, you can also use any item bearing one of your infusions as a
spellcasting focus.\n\nCANTRIPS\nYou know four cantrips of your choice from the
artificer spell list. At higher levels, you learn additional artificer cantrips of
your choice.\nWhen 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.\n\
nPREPARING AND CASTING SPELLS\nYou have four 1st-level, three 2nd-level, three 3rd-
level and one 4th-level spell slots. To cast one of your artificer spells of 1st
level or higher, you must expend a slot of the spell\u0027s level or higher. You
regain all expended spell slots when you finish a long rest. \nYou prepare the list
of artificer spells that are available for you to cast, choosing from the artificer
spell list. When you do so, choose a number of artificer spells equal to your
Intelligence modifier + half your artificer level, rounded down (minimum of one
spell). The spells must be of a level for which you have spell slots. \nFor
example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-
level spell slots. With an Intelligence of 14, your list of prepared spells can
include four spells of 1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot.
Casting the spell doesn\u0027t remove it from your list of prepared spells. \nYou
can change your list of prepared spells when you finish a long rest. Preparing a
new list of artificer spells requires time spent tinkering with your spellcasting
focuses: at least 1 minute per spell level for each spell on your list.\n\
nSPELLCASTING ABILITY\nIntelligence is your spellcasting ability for your artificer
spells: your understanding of the theory behind magic allows you to wield these
spells with superior skill. You use your Intelligence whenever an artificer spell
refers to your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for an artificer spell you cast and when
making an attack roll with one.\n\nSpell save DC \u003d 8 + your proficiency bonus
+ your Intelligence modifier\n\nSpell attack modifier \u003d your proficiency bonus
+ your Intelligence modifier\n\nRITUAL CASTING\nYou can cast an artificer spell as
a ritual if that spell has the ritual tag and you have the spell
prepared.","level":14},{"description":"You\u0027ve studied the workings of magic
and how to cast spells, channeling the magic through objects. To observers, you
don\u0027t appear to be casting spells in a conventional way; you appear to produce
wonders from mundane items and outlandish inventions.\n\nTOOLS REQUIRED\nYou
produce your artificer spell effects through your tools. You must have a
spellcasting focus--specifically thieves\u0027 tools or some kind of artisan\u0027s
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. \nAfter you gain the Infuse Item
feature at 2nd level, you can also use any item bearing one of your infusions as a
spellcasting focus.\n\nCANTRIPS\nYou know four cantrips of your choice from the
artificer spell list. At higher levels, you learn additional artificer cantrips of
your choice.\nWhen 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.\n\
nPREPARING AND CASTING SPELLS\nYou have four 1st-level, three 2nd-level, three 3rd-
level and two 4th-level spell slots. To cast one of your artificer spells of 1st
level or higher, you must expend
a slot of the spell\u0027s level or higher. You regain all expended spell slots
when you finish a long rest. \nYou prepare the list of artificer spells that are
available for you to cast, choosing from the artificer spell list. When you do so,
choose a number of artificer spells equal to your Intelligence modifier + half your
artificer level, rounded down (minimum of one spell). The spells must be of a level
for which you have spell slots. \nFor example, if you are a 5th-level artificer,
you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14,
your list of prepared spells can include four spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level spell cure wounds, you can cast it using
a 1st-level or a 2nd-level slot. Casting the spell doesn\u0027t remove it from your
list of prepared spells. \nYou can change your list of prepared spells when you
finish a long rest. Preparing a new list of artificer spells requires time spent
tinkering with your spellcasting focuses: at least 1 minute per spell level for
each spell on your list.\n\nSPELLCASTING ABILITY\nIntelligence is your spellcasting
ability for your artificer spells: your understanding of the theory behind magic
allows you to wield these spells with superior skill. You use your Intelligence
whenever an artificer spell refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving throw DC for an artificer
spell you cast and when making an attack roll with one.\n\nSpell save DC \u003d 8 +
your proficiency bonus + your Intelligence modifier\n\nSpell attack modifier \u003d
your proficiency bonus + your Intelligence modifier\n\nRITUAL CASTING\nYou can cast
an artificer spell as a ritual if that spell has the ritual tag and you have the
spell prepared.","level":15},{"description":"You\u0027ve studied the workings of
magic and how to cast spells, channeling the magic through objects. To observers,
you don\u0027t appear to be casting spells in a conventional way; you appear to
produce wonders from mundane items and outlandish inventions.\n\nTOOLS REQUIRED\
nYou produce your artificer spell effects through your tools. You must have a
spellcasting focus--specifically thieves\u0027 tools or some kind of artisan\u0027s
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. \nAfter you gain the Infuse Item
feature at 2nd level, you can also use any item bearing one of your infusions as a
spellcasting focus.\n\nCANTRIPS\nYou know four cantrips of your choice from the
artificer spell list. At higher levels, you learn additional artificer cantrips of
your choice.\nWhen 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.\n\
nPREPARING AND CASTING SPELLS\nYou have four 1st-level, three 2nd-level, three 3rd-
level, three 4th-level and one 5th-level spell slots. To cast one of your artificer
spells of 1st level or higher, you must expend a slot of the spell\u0027s level or
higher. You regain all expended spell slots when you finish a long rest. \nYou
prepare the list of artificer spells that are available for you to cast, choosing
from the artificer spell list. When you do so, choose a number of artificer spells
equal to your Intelligence modifier + half your artificer level, rounded down
(minimum of one spell). The spells must be of a level for which you have spell
slots. \nFor example, if you are a 5th-level artificer, you have four 1st-level and
two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells
can include four spells of 1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot.
Casting the spell doesn\u0027t remove it from your list of prepared spells. \nYou
can change your list of prepared spells when you finish a long rest. Preparing a
new list of artificer spells requires time spent tinkering with your spellcasting
focuses: at least 1 minute per spell level for each spell on your list.\n\
nSPELLCASTING ABILITY\nIntelligence is your spellcasting ability for your artificer
spells: your understanding of the theory behind magic allows you to wield these
spells with superior skill. You use your Intelligence whenever an artificer spell
refers to your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for an artificer spell you cast and when
making an attack roll with one.\n\nSpell save DC \u003d 8 + your proficiency bonus
+ your Intelligence modifier\n\nSpell attack modifier \u003d your proficiency bonus
+ your Intelligence modifier\n\nRITUAL CASTING\nYou can cast an artificer spell as
a ritual if that spell has the ritual tag and you have the spell
prepared.","level":17},{"description":"You\u0027ve studied the workings of magic
and how to cast spells, channeling the magic through objects. To observers, you
don\u0027t appear to be casting spells in a conventional way; you appear to produce
wonders from mundane items and outlandish inventions.\n\nTOOLS REQUIRED\nYou
produce your artificer spell effects through your tools. You must have a
spellcasting focus--specifically thieves\u0027 tools or some kind of artisan\u0027s
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. \nAfter you gain the Infuse Item
feature at 2nd level, you can also use any item bearing one of your infusions as a
spellcasting focus.\n\nCANTRIPS\nYou know four cantrips of your choice from the
artificer spell list. At higher levels, you learn additional artificer cantrips of
your choice.\nWhen 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.\n\
nPREPARING AND CASTING SPELLS\nYou have four 1st-level, three 2nd-level, three 3rd-
level, three 4th-level and two 5th-level spell slots. To cast one of your artificer
spells of 1st level or higher, you must expend a slot of the spell\u0027s level or
higher. You regain all expended spell slots when you finish a long rest. \nYou
prepare the list of artificer spells that are available for you to cast, choosing
from the artificer spell list. When you do so, choose a number of artificer spells
equal to your Intelligence modifier + half your artificer level, rounded down
(minimum of one spell). The spells must be of a level for which you have spell
slots. \nFor example, if you are a 5th-level artificer, you have four 1st-level and
two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells
can include four spells of 1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot.
Casting the spell doesn\u0027t remove it from your list of prepared spells. \nYou
can change your list of prepared spells when you finish a long rest. Preparing a
new list of artificer spells requires time spent tinkering with your spellcasting
focuses: at least 1 minute per spell level for each spell on your list.\n\
nSPELLCASTING ABILITY\nIntelligence is your spellcasting ability for your artificer
spells: your understanding of the theory behind magic allows you to wield these
spells with superior skill. You use your Intelligence whenever an artificer spell
refers to your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for an artificer spell you cast and when
making an attack roll with one.\n\nSpell save DC \u003d 8 + your proficiency bonus
+ your Intelligence modifier\n\nSpell attack modifier \u003d your proficiency bonus
+ your Intelligence modifier\n\nRITUAL CASTING\nYou can cast an artificer spell as
a ritual if that spell has the ritual tag and you have the spell
prepared.","level":19}],"id":"Custom69bb19ce-5aa3-4b82-be61-
278ab3c16040","isFeature":true,"jsonType":"feat","level":1,"name":"Spellcasting","n
otes":"","type":"Feat"},"level":1},{"feat":{"descriptionModels":
[{"description":"You gain the ability to imbue mundane items with certain magical
infusions, turning those objects into magic items. \n\nINFUSIONS KNOWN\nYou know
four artificer infusions. Whenever you gain a level in this class, you can replace
one of the artificer infusions you learned with a new one.\n\nINFUSING AN ITEM\
nWhenever 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\u0027s
description. If the item requires attunement, you can attune yourself to it 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
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 replace your knowledge of the infusion. You can infuse 2 nonmagical
objects at the end of a long rest. You must touch each of the objects, and each of
your infusions can be in only one object at a time. Moreover, no object can bear
more than one of your infusions at a time. If you try to exceed your maximum number
of infusions, the oldest infusion ends, and then the new infusion applies.\nIf an
infusion ends in an item like a bag of holding, its contents harmlessly appear in
and around its space.","level":2},{"description":"You gain the ability to imbue
mundane items with certain magical infusions, turning those objects into magic
items. \n\nINFUSIONS KNOWN\nYou know six artificer infusions. Whenever you gain a
level in this class, you can replace
one of the artificer infusions you learned with a new one.\n\nINFUSING AN ITEM\
nWhenever 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\u0027s
description. If the item requires attunement, you can attune yourself to it 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
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 replace your knowledge of the infusion. You can infuse 3 nonmagical
objects at the end of a long rest. You must touch each of the objects, and each of
your infusions can be in only one object at a time. Moreover, no object can bear
more than one of your infusions at a time. If you try to exceed your maximum number
of infusions, the oldest infusion ends, and then the new infusion applies.\nIf an
infusion ends in an item like a bag of holding, its contents harmlessly appear in
and around its space.","level":6},{"description":"You gain the ability to imbue
mundane items with certain magical infusions, turning those objects into magic
items. \n\nINFUSIONS KNOWN\nYou know eight artificer infusions. Whenever you gain a
level in this class, you can replace one of the artificer infusions you learned
with a new one.\n\nINFUSING AN ITEM\nWhenever 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\u0027s description. If the item requires attunement, you can attune
yourself to it 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 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 replace your knowledge of the infusion. You can
infuse 4 nonmagical objects at the end of a long rest. You must touch each of the
objects, and each of your infusions can be in only one object at a time. Moreover,
no object can bear more than one of your infusions at a time. If you try to exceed
your maximum number of infusions, the oldest infusion ends, and then the new
infusion applies.\nIf an infusion ends in an item like a bag of holding, its
contents harmlessly appear in and around its space.","level":10},
{"description":"You gain the ability to imbue mundane items with certain magical
infusions, turning those objects into magic items. \n\nINFUSIONS KNOWN\nYou know
ten artificer infusions. Whenever you gain a level in this class, you can replace
one of the artificer infusions you learned with a new one.\n\nINFUSING AN ITEM\
nWhenever 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\u0027s
description. If the item requires attunement, you can attune yourself to it 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
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 replace your knowledge of the infusion. You can infuse 5 nonmagical
objects at the end of a long rest. You must touch each of the objects, and each of
your infusions can be in only one object at a time. Moreover, no object can bear
more than one of your infusions at a time. If you try to exceed your maximum number
of infusions, the oldest infusion ends, and then the new infusion applies.\nIf an
infusion ends in an item like a bag of holding, its contents harmlessly appear in
and around its space.","level":14},{"description":"You gain the ability to imbue
mundane items with certain magical infusions, turning those objects into magic
items. \n\nINFUSIONS KNOWN\nYou know twelve artificer infusions. Whenever you gain
a level in this class, you can replace one of the artificer infusions you learned
with a new one.\n\nINFUSING AN ITEM\nWhenever 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\u0027s description. If the item requires attunement, you can attune
yourself to it 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 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 replace your knowledge of the infusion. You can
infuse 6 nonmagical objects at the end of a long rest. You must touch each of the
objects, and each of your infusions can be in only one object at a time. Moreover,
no object can bear more than one of your infusions at a time. If you try to exceed
your maximum number of infusions, the oldest infusion ends, and then the new
infusion applies.\nIf an infusion ends in an item like a bag of holding, its
contents harmlessly appear in and around its
space.","level":18}],"id":"Custom0af83c20-5a82-4cd5-a885-
c7946aeda4b6","isFeature":true,"jsonType":"feat","level":1,"name":"Infuse
Item","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"You choose the type of specialist you are: Alchemist, Armorer,
Artillerist, or Battle Smith, each of which is detailed at the end of the class\
u0027s description. Your choice grants you features at 5th level and again at 9th
and 15th level.","level":3}],"id":"Custom060ea632-72b9-4cfe-9057-
4fc7590a13a7","isFeature":true,"jsonType":"feat","level":1,"name":"Artificer
Specialist","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"You learn how to produce exactly the tool you need: with thieves\
u0027 tools or artisan\u0027s tools in hand, you can magically create one set of
artisan\u0027s 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.","level":3}],"id":"Custom9714f185-6ac7-4da2-802d-
6c7838625ce0","isFeature":true,"jsonType":"feat","level":1,"name":"The Right Tool
for the Job","notes":"","type":"Feat"},"level":3},{"feat":{"descriptionModels":
[{"description":"Your proficiency bonus is doubled for any ability check you make
that uses your proficiency with a tool.","level":6}],"id":"Custom3d00eb60-992f-
4ca9-8460-587c8cfe64e9","isFeature":true,"jsonType":"feat","level":1,"name":"Tool
Expertise","notes":"","type":"Feat"},"level":6},{"feat":{"descriptionModels":
[{"description":"You gain 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. \nYou 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.","level":7}],"id":"Custom9f7cdac9-f327-40ff-a480-
c08b3a2b67c8","isFeature":true,"jsonType":"feat","level":1,"name":"Flash of
Genius","notes":"","type":"Feat"},"level":7},{"feat":{"descriptionModels":
[{"description":"You achieve a profound un understanding of how to use and make
magic items:\n- You can attune to up to four magic items at once.\n- If you craft a
magic item with a rarity of common or uncommon, it takes you a quarter of the
normal time, and it costs you half as much of the usual
gold.","level":10}],"id":"Customff7390b3-21e6-4d7e-ae82-
2b9ac6eff1fa","isFeature":true,"jsonType":"feat","level":1,"name":"Magic Item
Adept","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"You learn how to 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\
u0027t have it prepared).\nWhile holding the object, a creature can take an action
to produce the spell\u0027s 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\u0027s 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.","level":11}],"id":"Custom0df84fa1-a39c-4927-
92a6-0115ca47d8a8","isFeature":true,"jsonType":"feat","level":1,"name":"Spell-
Storing Item","notes":"","type":"Feat"},"level":11},{"feat":{"descriptionModels":
[{"description":"Your skill with magic items deepens more:\n- You can attune to up
to five magic items at once.\n- You ignore all class, race, spell, and level
requirements on attuning to or using a magic
item.","level":14}],"id":"Custom8a9fc489-f8c4-49d0-b54b-
e38dc96a53be","isFeature":true,"jsonType":"feat","level":1,"name":"Magic Item
Savant","notes":"","type":"Feat"},"level":14},{"feat":{"descriptionModels":
[{"description":"You can now attune to up to six
magic items at once.","level":18}],"id":"Custom5e6f3d63-674a-4044-9c41-
5e4c53abaac0","isFeature":true,"jsonType":"feat","level":1,"name":"Magic Item
Master","notes":"","type":"Feat"},"level":18},{"feat":{"descriptionModels":
[{"description":"You develop a mystical connection to your magic items, which you
can draw on for protection:\n- You gain a +1 bonus to all saving throws per magic
item you are currently attuned to.\n- If you\u0027re reduced to 0 hit points but
not killed outright, you can use your reaction to end one of your artificer
infusions, causing you to drop to 1 hit point instead of
0.","level":20}],"id":"Custom941c5a50-1702-4937-8853-
77f7a1635461","isFeature":true,"jsonType":"feat","level":1,"name":"Soul of
Artifice","notes":"","type":"Feat"},"level":20}],"hitDie":"D8","hpModifier":"CON","
id":"artificer__eb_","jsonType":"class","languages":
[],"modelType":"Class","multiclassArmor":true,"multiclassSkills":false,"multiclassT
ools":true,"multiclassWeapons":false,"name":"Artificer [TCoE]","savingThrows":
{"cha":false,"con":true,"dex":false,"intelligence":true,"str":false,"wis":false},"s
electableFeatures":[{"amountsPerLevel":[{"amount":4,"level":2},
{"amount":6,"level":6},{"amount":8,"level":10},{"amount":10,"level":14},
{"amount":12,"level":18}],"availableFeatures":[{"feat":{"descriptionModels":
[{"description":"Prerequisite: 6th-level artificer\nItem: A pair of boots (requires
attunement)\n\nWhile 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.","level":6}],"id":"Custom222b9cde-7616-459c-aea5-
21b5945412d9","isFeature":true,"jsonType":"feat","level":1,"name":"Boots of the
Winding Path","notes":"","type":"Feat"},"level":6},{"feat":{"descriptionModels":
[{"description":"Item: A rod, staff, or wand (requires attunement)\n\nWhile 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.","level":2},
{"description":"Item: A rod, staff, or wand (requires attunement)\n\nWhile holding
this item, a creature gains a +2 bonus to spell attack rolls. In addition, the
creature ignores half cover when making a spell
attack.","level":10}],"id":"Customcd2b187c-5400-4041-9b99-
1af8701fc241","isFeature":true,"jsonType":"feat","level":1,"name":"Enhanced Arcane
Focus","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"Item: A suit of armor or a shield\n\nA creature gains a +1 bonus
to Armor Class while wearing (armor) or wielding (shield) the infused
item.","level":2},{"description":"Item: A suit of armor or a shield\n\nA creature
gains a +2 bonus to Armor Class while wearing (armor) or wielding (shield) the
infused item.","level":10}],"id":"Custom777f96b9-aaa8-4be9-b6b8-
2c8d10139f4c","isFeature":true,"jsonType":"feat","level":1,"name":"Enhanced
Defense","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"Item: A simple or martial weapon\n\nThis magic weapon grants a +1
bonus to attack and damage rolls made with it","level":2},{"description":"Item: A
simple or martial weapon\n\nThis magic weapon grants a +2 bonus to attack and
damage rolls made with it","level":10}],"id":"Custom6737d0ac-fd7d-477a-8834-
d444d24e2fc0","isFeature":true,"jsonType":"feat","level":1,"name":"Enhanced
Weapon","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"Item: A gem worth at least 100 gp or a dragonshard\n\nYou learn
intricate methods for magically creating a special homunculus that serves you. The
item you infuse serves as the creature\u0027s heart, around which the creature\
u0027s body instantly forms.\nYou determine the homunculus appearance. Some
artificers prefer mechanical-looking birds, whereas some like winged vials or
miniature, animate cauldrons.\nThe homunculus is friendly to you and your
companions, and it obeys your commands. See this creature\u0027s game statistics in
the Homunculus Servant stat block.\nIn 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 the
action in its stat block or the Dash, Disengage, Help, Hide, or Search action. \n\
nThe homunculus regains 2d6 hit points if the mending spell is cast on it. If it
dies, it vanishes, leaving its heart in its
space","level":2}],"id":"Customd22e2807-0e9b-4f4e-bf9b-
9c65217b5562","isFeature":true,"jsonType":"feat","level":1,"name":"Homunculus
Servant","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"Prerequisite: 6th-level artificer\nItem: A simple or martial
weapon (requires attunement)\n\nThis 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.\nThe wielder can extinguish the light as a bonus action.\nThe 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\
u0027s 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","level":6}],"id":"Custom5917427e-73fa-42fa-9953-
08ec8a8dab4e","isFeature":true,"jsonType":"feat","level":1,"name":"Radiant
Weapon","notes":"","type":"Feat"},"level":6},{"feat":{"descriptionModels":
[{"description":"Item: A simple or martial weapon with the ammunition property
(requires attunement)\n\nThis magic weapon grants a +1 bonus to attack and damage
rolls made with it when it\u0027s used to make a ranged attack, and it ignores the
loading property if it has it.\n\nIf you load no ammunition in the weapon, it
produces its own, automatically creating one piece of magic ammunition when you
make a ranged attack with it. The ammunition created by the weapon vanishes the
instant after it hits or misses a target","level":2}],"id":"Customdebef143-84c4-
4a63-88bc-
bdf3d9ea662f","isFeature":false,"jsonType":"feat","level":1,"name":"Repeating
Shot","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"This ceramic jug appears to be able to hold a gallon of liquid and
weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within
the jug when it is shaken, even if the jug is empty.\nYou can use an action and
name a liquid from the table below to cause the jug to produce the chosen liquid.
Afterward, you can uncork the jug as an action and pour that liquid out, up to 2
gallons per minute. The maximum amount of liquid the jug can produce depends on the
liquid you name.\nOnce the jug starts producing a liquid, it can\u0027t produce a
different one, or more of one that has reached its maximum, until the next dawn.\
nAcid - 8 oz.\nBasic Poison - 1/2 oz.\nBeer - 4 gal.\nHoney - 1 gal.\nMayonnaise -
2 gal.\nOil - 1 qt.\nVinegar - 2 gal.\nWater, fresh - 8 gal.\nWater, salt - 12
gal.\nWine - 1 gal.","level":1}],"id":"Customd5937dcf-c362-4ac2-9d39-
a50c7c6c3947","isFeature":false,"jsonType":"feat","level":1,"name":"RMI - Alchemy
Jug","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"Prerequisite: 6th-level artificer\nItem: A shield (requires
attunement)\n\nA creature gains a +1 bonus to Armor Class while wield ing this
shield.\nThe 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\u0027s
charges and push the attacker up to 15 feet away. The shield regains 1d4 expended
charges daily at dawn.","level":6}],"id":"Customb1542e04-ab46-444f-89ee-
e8a67ef84c93","isFeature":true,"jsonType":"feat","level":1,"name":"Repulsion
Shield","notes":"","type":"Feat"},"level":6},{"feat":{"descriptionModels":
[{"description":"Prerequisite: 6th-level artificer\nItem: A suit of armor (requires
attunement)\n\nWhile 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.","level":6}],"id":"Custom4ff9f978-96c2-4802-99cb-
d839dad71fc5","isFeature":true,"jsonType":"feat","level":1,"name":"Resistant
Armor","notes":"","type":"Feat"},"level":6},{"feat":{"descriptionModels":
[{"description":"Item: A simple or martial weapon with the thrown property\n\nThis
magic weapon grants a +1 bonus to attack and damage rolls made with it, and it
returns to the wielder\u0027s hand immediately after it is used to make a ranged
attack","level":2}],"id":"Custom0ed09d45-0e5c-4972-929e-
3e2479df365a","isFeature":true,"jsonType":"feat","level":1,"name":"Returning
Weapon","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"This bag has an interior space considerably larger than its
outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. This
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.\nPlacing a bag of holding inside
an extradimensional space created by
a Heward\u0027s 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\u0027t be reopened.","level":1}],"id":"Custom92505129-e02a-
47f2-8aea-4a9ab6c7271a","isFeature":false,"jsonType":"feat","level":1,"name":"RMI -
Bag Of Holding","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"While wearing this cap underwater, you can speak its command word
as an action to create a bubble of air around your head. It allows you to breathe
normally underwater. The bubble stays with you until you speak the command word
again, the cap is removed, or you are no longer
underwater.","level":1}],"id":"Customf9bc7c26-b319-4fde-8c55-
b0e2866487ee","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Cap Of
Water Breathing","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"While wearing these dark lenses, you have darkvision out to a
range of 60 feet. If you already have darkvision, wearing the goggles increases its
range by 60 feet.","level":1}],"id":"Customfceac40c-e0d6-4e5f-be23-
003013349b31","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Goggles Of
Night","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"Item: A suit of armor (requires attunement)\n\nWhile wearing this
armor, a creature can use its Intelligence modifier in place of its Strength
modifier when making Strength checks and Strength saving throws.\n\nThe armor has 4
charges. As a reaction when it would be knocked prone, the wearer can expend 1
charge to not be knocked prone. The armor regains 1d4 expended charges daily at
dawn.","level":2}],"id":"Custombe89f51b-addc-4a52-8d89-
ea9c1efe8a40","isFeature":true,"jsonType":"feat","level":1,"name":"Armor of Magical
Strength","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"Item: A suit of armor\nAs an action, a creature wearing this
infused armor can integrate into it artisan\u0027s tools or thieves\u0027 tools.
The tools remain integrated in the armor for 8 hours or until the wearer removes
the tools as an action. The armor can have only one tool integrated at a time.\n\
nThe wearer can add its Intelligence modifier to any ability checks it makes with
the integrated tool. The wearer must have a hand free to use the
tool.","level":1}],"id":"Custom9828f669-14a2-4a01-a623-
59eca8fb427a","isFeature":true,"jsonType":"feat","level":1,"name":"Armor of
Tools","notes":"","type":"Feat"},"level":1},{"feat":{"descriptionModels":
[{"description":"Prerequisite: 10th-level artificer\nItem: A helmet (requires
attunement)\n\nWhile wearing this helmet, a creature has advantage on initiative
rolls. In addition, the wearer can\u0027t be surprised, provided it isn\u0027t
incapacitated.","level":10}],"id":"Customefdad680-c878-4054-b395-
a86c21525a6a","isFeature":true,"jsonType":"feat","level":1,"name":"Helm of
Awareness","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"Item: A suit of armor or robes\n\nThe infused item can send a jolt
to the wearer to refocus their mind. While wearing this infused item, whenever the
creature fails a Constitution saving throw to maintain concentration on a spell, it
can use its reaction to succeed instead.","level":2}],"id":"Custom7ed60ff1-8318-
4967-9e8e-2e05cbd16e54","isFeature":true,"jsonType":"feat","level":1,"name":"Mind
Sharpener","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"Prerequisite: 6th-level artificer\nItem: A ring (requires
attunement)\n\nWhile wearing this ring, the creature can recover one expended spell
slot as an action. The maximum level of the recovered slot is equal to the number
of magic items the wearer is currently attuned to. Once used, the ring can\u0027t
be used again until the next dawn.","level":6}],"id":"Custom009ae9ae-5cdd-4497-
8ad5-715366649966","isFeature":true,"jsonType":"feat","level":1,"name":"Spell-
Refueling Ring","notes":"","type":"Feat"},"level":6},{"feat":{"descriptionModels":
[{"description":"This 60-foot length of Silk rope weighs 3 pounds and can hold up
to 3,000 pounds. If you hold one end of the rope and use an action to speak the
Command Word, the rope animates. As a Bonus Action, you can Command the other end
to move toward a destination you choose. That end moves 10 feet on Your Turn when
you first Command it and 10 feet on each of your turns until reaching its
destination, up to its maximum length away, or until you tell it to stop. You can
also tell the rope to fasten itself securely to an object or to unfasten itself, to
knot or unknot itself, or to coil itself for carrying.\r\n\r\nIf you tell the rope
to knot, large knots appear at 1-foot intervals along the rope. While knotted, the
rope shortens to a 50-foot length and grants advantage on checks made to climb it.\
r\n\r\nThe rope has AC 20 and 20 Hit Points. It regains 1 hit point every 5 minutes
as long as it has at least 1 hit point. If the rope drops to 0 Hit Points, it is
destroyed.","level":2}],"id":"Customb278c163-4711-4930-96f8-
c66de0de8fd6","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Rope Of
Climbing","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"Sending stones come in pairs, with each smooth stone carved to
match the other so the pairing is easily recognized. While you touch one stone, you
can use an action to cast the sending spell from it. The target is the bearer of
the other stone. If no creature bears the other stone, you know that fact as soon
as you use the stone and don\u0027t cast the spell.\r\n\r\nOnce sending is cast
through the stones, they can\u0027t be used again until the next dawn. If one of
the stones in a pair is destroyed, the other one becomes
nonmagical.","level":1}],"id":"Custom82954959-56fc-40bc-9a05-
e909f55317fe","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Sending
Stones","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"This wand has 3 charges. While holding it, you can expend 1 charge
as an action to cast the detect magic spell from it. The wand regains 1d3 expended
charges daily at dawn.","level":2}],"id":"Custom4bfaaa6b-3d14-454e-aee7-
49b5cf7b43c7","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Wand of
Magic Detection","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"The wand has 3 charges. While holding it. you can use an action to
expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the
wand pulses and points at the one nearest to you. The wand regains 1d3 expended
charges daily at dawn.","level":2}],"id":"Customa3d6221d-f2bd-470c-895e-
45aef79eab0f","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Wand of
Secrets","notes":"","type":"Feat"},"level":2},{"feat":{"descriptionModels":
[{"description":"While you wear these boots, your steps make no sound, regardless
of the surface you are moving across. You also have advantage on Dexterity
(Stealth) checks that rely on moving silently.","level":6}],"id":"Custom4befb795-
0b8c-4451-86b1-
862a8017d794","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Boots of
Elvenkind","notes":"","type":"Feat"},"level":6},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nWhile you wear this cloak with
its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you
have advantage on Dexterity (Stealth) checks made to hide, as the cloak\u0027s
color shifts to camouflage you. Pulling the hood up or down requires an
action.","level":6}],"id":"Custom7c25a291-9d15-4df1-abfd-
11f201c95566","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Cloak of
Elvenkind","notes":"","type":"Feat"},"level":6},{"feat":{"descriptionModels":
[{"description":"While wearing this cloak with its hood up, you can breathe
underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down
requires an action.","level":6}],"id":"Custom89debb9c-5dea-496e-83cd-
8d246c291481","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Cloak of
the Manta Ray","notes":"","type":"Feat"},"level":6},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nThese crystal lenses fit over the
eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action
to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you,
provided that you and the target can see each other. The lenses regain all expended
charges daily at dawn.","level":6}],"id":"Custom83770f19-f409-453a-a79a-
a004dbbe178b","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Eyes of
Charming","notes":"","type":"Feat"},"level":6},{"feat":{"descriptionModels":
[{"description":"These gloves are invisible while worn. While wearing them, you
gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to
pick locks.","level":6}],"id":"Customd091dd42-a544-4606-afbb-
c1b3b33ea2f1","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Gloves of
Thievery","notes":"","type":"Feat"},"level":6},{"feat":{"descriptionModels":
[{"description":"While lit, this hooded lantern burns for 6 hours on 1 pint of oil,
shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Invisible creatures and objects are visible as long as they are in the lantern\
u0027s bright light. You can use an action to lower the hood, reducing the light to
dim light in a 5-foot radius.","level":6}],"id":"Custom83fd1419-7fc2-4e6f-a906-
33257a173dae","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Lantern of
Revealing","notes":"","type":"Feat"},"level":6},{"feat":{"descriptionModels":
[{"description":"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\u0027t 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.","level":6}],"id":"Custom8717f8ef-4be8-4b31-b718-
c4db448bd72d","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Pipes of
Haunting","notes":"","type":"Feat"},"level":6},{"feat":{"descriptionModels":
[{"description":"While wearing this ring, you can stand on and move across any
liquid surface as if it were solid ground.","level":6}],"id":"Customad0e6d63-eca6-
44f1-9cb2-a6a806571f56","isFeature":true,"jsonType":"feat","level":1,"name":"RMI -
Ring of Water Walking","notes":"","type":"Feat"},"level":6},{"feat":
{"descriptionModels":[{"description":"*This item requires attunement*\nWhile you
wear these boots, your walking speed becomes 30 feet, unless your walking speed is
higher, and your speed isn\u0027t reduced if you are encumbered or wearing heavy
armor. In addition, you can jump three times the normal distance, though you can\
u0027t jump farther than your remaining movement would
allow.","level":10}],"id":"Custom496d6bf2-0290-454f-a074-
77d579add45e","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Boots of
Striding and Springing","notes":"","type":"Feat"},"level":10},{"feat":
{"descriptionModels":[{"description":"*This item requires attunement*\nThese furred
boots are snug and feel quite warm. While you wear them, you gain the following
benefits:\n\nYou have resistance to cold damage.\nYou ignore difficult terrain
created by ice or snow.\nYou can tolerate temperatures as low as -50 degrees
Fahrenheit without any additional protection. If you wear heavy clothes, you can
tolerate temperatures as low as -100 degrees
Fahrenheit.","level":10}],"id":"Custom6dd6e211-7abb-4238-b12d-
0370ffafd01c","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Boots of
the Winterlands","notes":"","type":"Feat"},"level":10},{"feat":
{"descriptionModels":[{"description":"*This item requires attunement*\nWhile
wearing these bracers, you have proficiency with the longbow and shortbow, and you
gain a +2 bonus to damage rolls on ranged attacks made with such
weapons.","level":10}],"id":"Custom924f6563-3b40-4723-8b11-
5e2f39f353c7","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Bracers of
Archery","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nWhile wearing this brooch, you
have resistance to force damage, and you have immunity to damage from the magic
missile spell.","level":10}],"id":"Custom6287efff-2338-43e3-aae4-
63f14cbe219f","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Brooch of
Shielding","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"You gain a +1 bonus to AC and saving throws while you wear this
cloak.","level":10},{"description":"This item requires
attunement.","level":10}],"id":"Custom6a9b0226-4c84-4d39-b66d-
7b70ad41140a","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Cloak of
Protection","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nThese crystal lenses fit over the
eyes. While wearing them, you have advantage on Wisdom (Perception) checks that
rely on sight. In conditions of clear visibility, you can make out details of even
extremely distant creatures and objects as small as 2 feet
across.","level":10}],"id":"Custom62e24543-8b91-4ed0-8f70-
db27e09f2c74","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Eyes of
the Eagle","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nYour Strength score is 19 while
you wear these gauntlets. They have no effect on you if your Strength is already 19
or higher without them.","level":10}],"id":"Customfb1505fb-f9cf-4ca9-ae38-
a2c252c19fd3","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Gauntlets
of Ogre Power","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nThese gloves seem to almost meld
into your hands when you don them. When a ranged weapon attack hits you while you\
u0027re 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.","level":10}],"id":"Custom2eb1f70b-1ab1-403f-b239-
5a8b8aeb43cc","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Gloves of
Missile Snaring","notes":"","type":"Feat"},"level":10},{"feat":
{"descriptionModels":[{"description":"*This item requires attunement*\nWhile
wearing these gloves, climbing and swimming don\u0027t cost you extra movement, and
you gain a +5 bonus to Strength (Athletics) checks made to climb or
swim.","level":10}],"id":"Custom1d5dd650-03d3-493c-bdb4-
195cec6c784e","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Gloves of
Swimming and Climbing","notes":"","type":"Feat"},"level":10},{"feat":
{"descriptionModels":[{"description":"*This item requires attunement*\nWhile
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.","level":10}],"id":"Customed572552-
7a4f-4ebd-b4f6-
a30c5c2869cf","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Hat of
Disguise","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nYour Intelligence score is 19
while you wear this headband. It has no effect on you if your Intelligence is
already 19 or higher without it.","level":10}],"id":"Custom6df55669-b7de-4c94-bfd1-
57695b77c20c","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Headband
of Intellect","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nWhile wearing this helm, you can
use an action to cast the detect thoughts spell (save DC 13) from it. As long as
you maintain concentration on the spell, you can use a bonus action to send a
telepathic message to a creature you are focused on. It can reply—using a bonus
action to do so—while your focus on it continues.\r\n\r\nWhile focusing on a
creature with detect thoughts, you can use an action to cast the suggestion spell
(save DC 13) from the helm on that creature. Once used, the suggestion property
can\u0027t be used again until the next dawn.","level":10}],"id":"Customfe41270a-
efee-452b-a892-
5c33b97cf19d","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Helm of
Telepathy","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nThe medallion has 3 charges.
While wearing it, you can use an action and expend 1 charge to cast the detect
thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges
daily at dawn.","level":10}],"id":"Custom411909a0-448d-44a9-9ee5-
5eb243a240d3","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Medallion
of Thoughts","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nWhile wearing this necklace, you
can breathe normally in any environment, and you have advantage on saving throws
made against harmful gases and vapors (such as cloudkill and stinking cloud
effects, inhaled poisons, and the breath weapons of some
dragons).","level":10}],"id":"Customfebdb3d4-d18a-493b-bf65-
2b8227f3adeb","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Necklace
of Adaptation","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nWhile you wear this pendant, you
stabilize whenever you are dying at the start of your turn. In addition, whenever
you roll a Hit Die to regain hit points, double the number of hit points it
restores.","level":10}],"id":"Custom34e88f93-edae-45ea-b588-
ca155f30a683","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Periapt of
Wound Closure","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nYou must be proficient with wind
instruments to use these pipes. While you are attuned to the pipes, ordinary rats
and giant rats are indifferent toward you and will not attack you unless you
threaten or harm them.\r\n\r\nThe pipes have 3 charges. If you play the pipes as an
action, you can use a bonus action to expend 1 to 3 charges, calling forth one
swarm of rats with each expended charge, provided that enough rats are within half
a mile of you to be called in this fashion (as determined by the DM). If there
aren\u0027t enough rats to form a swarm, the charge is wasted. Called swarms move
toward the music by the shortest available route but aren\u0027t under your control
otherwise. The pipes regain 1d3 expended charges daily at dawn.\r\n\r\nWhenever a
swarm of rats that isn\u0027t under another creature\u0027s control comes within 30
feet of you while you are playing the pipes, you can make a Charisma check
contested by the swarm\u0027s Wisdom check. If you lose the contest, the swarm
behaves as it normally would and can\u0027t be swayed by the pipes\u0027 music for
the next 24 hours. If you win the contest,
the swarm is swayed by the pipes\u0027 music and becomes friendly to you and your
companions for as long as you continue to play the pipes each round as an action. A
friendly swarm obeys your commands. If you issue no commands to a friendly swarm,
it defends itself but otherwise takes no actions. If a friendly swarm starts its
turn and can\u0027t hear the pipes\u0027 music, your control over that swarm ends,
and the swarm behaves as it normally would and can\u0027t be swayed by the pipes\
u0027 music for the next 24 hours.","level":10}],"id":"Custom2cefefca-6d57-4e3f-
9a42-100a82e993cc","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Pipes
of the Sewers","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nEach of the quiver\u0027s three
compartments connects to an extradimensional space that allows the quiver to hold
numerous items while never weighing more than 2 pounds. The shortest compartment
can hold up to sixty arrows, bolts, or similar objects. The midsize compartment
holds up to eighteen javelins or similar objects. The longest compartment holds up
to six long objects, such as bows, quarterstaffs, or spears.\r\n\r\nYou can draw
any item the quiver contains as if doing so from a regular quiver or
scabbard.","level":10}],"id":"Custom8014760f-0e9c-419c-8714-
129af73a98ad","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Quiver of
Ehlonna","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nWhile wearing this ring, you can
cast the jump spell from it as a bonus action at will, but can target only yourself
when you do so.","level":10}],"id":"Custom38fff69a-5dc4-4f56-a6cd-
4d83ce81c607","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Ring of
Jumping","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nWhile wearing this ring, you are
immune to magic that allows other creatures to read your thoughts, determine
whether you are lying, know your alignment, or know your creature type. Creatures
can telepathically communicate with you only if you allow it.\r\n\r\nYou can use an
action to cause the ring to become invisible until you use another action to make
it visible, until you remove the ring, or until you die.\r\n\r\nIf you die while
wearing the ring, your soul enters it, unless it already houses a soul. You can
remain in the ring or depart for the afterlife. As long as your soul is in the
ring, you can telepathically communicate with any creature wearing it. A wearer
can\u0027t prevent this telepathic
communication.","level":10}],"id":"Customfe5bb75a-bef3-4696-b9df-
1cc1eb04ae75","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Ring of
Mind Shielding","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nWhile you wear these light shoes,
you can move up, down, and across vertical surfaces and upside down along ceilings,
while leaving your hands free. You have a climbing speed equal to your walking
speed. However, the slippers don\u0027t allow you to move this way on a slippery
surface, such as one covered by ice or oil.","level":10}],"id":"Custom4d34a94b-
eeaf-4ece-82d9-
0a9eb1e1d19a","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Slippers
of Spider Climbing","notes":"","type":"Feat"},"level":10},{"feat":
{"descriptionModels":[{"description":"*This item requires attunement*\nWhile you
wear these boots, you have a flying speed equal to your walking speed. You can use
the boots to fly for up to 4 hours, all at once or in several shorter flights, each
one using a minimum of 1 minute from the duration. If you are flying when the
duration expires, you descend at a rate of 30 feet per round until you land.\nThe
boots regain 2 hours of flying capability for every 12 hours they aren\u0027t in
use.","level":10}],"id":"Customa507d1be-ad91-49ac-bdb8-
6f7d5547c767","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Winged
Boots","notes":"","type":"Feat"},"level":10},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nYour Constitution score is 19
while you wear this amulet. It has no effect on you if your Constitution score is
already 19 or higher without it.","level":14}],"id":"Custom4968b64a-1c18-4c74-a456-
442800dad76e","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Amulet of
Health","notes":"","type":"Feat"},"level":14},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nWhile wearing this belt, your
Strength score changes to 21. The item has no effect on you if your Strength
without the belt is equal to or greater than the belt\u0027s
score.","level":14}],"id":"Custom4faf1a78-fd46-4e62-a6fe-
4dbc01d140c1","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Belt of
Hill Giant Strength","notes":"","type":"Feat"},"level":14},{"feat":
{"descriptionModels":[{"description":"*This item requires attunement*\nWhile you
wear these boots, you can use an action to cast the levitate spell on yourself at
will.","level":14}],"id":"Custom8dce7408-9a79-4289-82e8-
26ae3a380d67","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Boots of
Levitation","notes":"","type":"Feat"},"level":14},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nWhile you wear these boots, you
can use a bonus action and click the boots\u0027 heels together. If you do, the
boots double your walking speed, and any creature that makes an opportunity attack
against you has disadvantage on the attack roll. If you click your heels together
again, you end the effect.\nWhen the boots\u0027 property has been used for a total
of 10 minutes, the magic ceases to function until you finish a long
rest.","level":14}],"id":"Custom1a960d02-5768-4b00-887d-
320469c0839c","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Boots of
Speed","notes":"","type":"Feat"},"level":14},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nWhile wearing these bracers, you
gain a +2 bonus to AC if you are wearing no armor and using no
shield.","level":14}],"id":"Customf0aae292-2f97-43a2-8c3b-
355e22f272dd","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Bracers of
Defense","notes":"","type":"Feat"},"level":14},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nWhile wearing this cloak, you
have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness,
you can grip the edges of the cloak with both hands and use it to fly at a speed of
40 feet. If you ever fail to grip the cloak\u0027s edges while flying in this way,
or if you are no longer in dim light or darkness, you lose this flying speed.\r\n\
r\nWhile wearing the cloak in an area of dim light or darkness, you can use your
action to cast polymorph on yourself, transforming into a bat. While you are in the
form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The
cloak can\u0027t be used this way again until the next
dawn.","level":14}],"id":"Custom91d35b2f-5a5c-41c8-b7c8-
3628ab3f7a23","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Cloak of
the Bat","notes":"","type":"Feat"},"level":14},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nYou can use an action to place
these shackles on an incapacitated creature. The shackles adjust to fit a creature
of Small to Large size. In addition to serving as mundane manacles, the shackles
prevent a creature bound by them from using any method of extradimensional
movement, including teleportation or travel to a different plane of existence. They
don\u0027t prevent the creature from passing-through an interdimensional portal.\r\
n\r\nYou and any creature you designate when you use the shackles can use an action
to remove them. Once every 30 days, the bound creature can make a DC 30 Strength
(Athletics) check. On a success, the creature breaks free and destroys the
shackles.","level":14}],"id":"Customaf16cf2e-6b84-45c1-adec-
f2f4ed62cd96","isFeature":true,"jsonType":"feat","level":1,"name":"RMI -
Dimensional Shackles","notes":"","type":"Feat"},"level":14},{"feat":
{"descriptionModels":[{"description":"*This item requires attunement*\nThis gem has
3 charges. As an action, you can speak the gem\u0027s command word and expend 1
charge. For the next 10 minutes, you have truesight out to 120 feet when you peer
through the gem.\r\n\r\nThe gem regains 1d3 expended charges daily at
dawn.","level":14}],"id":"Custom241ba42f-0b6c-453c-a9ea-
568804149a0e","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Gem of
Seeing","notes":"","type":"Feat"},"level":14},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nYou can use an action to speak
the horn\u0027s command word and then blow the horn, which emits a thunderous blast
in a 30-foot cone that is audible 600 feet away. Each creature in the cone must
make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6
thunder damage and is deafened for 1 minute. On a successful save, a creature takes
half as much damage and isn\u0027t deafened. Creatures and objects made of glass or
crystal have disadvantage on the saving throw and take 10d6 thunder damage instead
of 5d6.\r\n\r\nEach use of the horn\u0027s magic has a 20 percent chance of causing
the horn to explode. The explosion deals 10d6 fire damage to the blower and
destroys the horn.","level":14}],"id":"Custom04457c60-3a0d-457d-bc36-
e5a1e2196815","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Horn of
Blasting","notes":"","type":"Feat"},"level":14},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nWhile you wear this ring,
difficult terrain doesn\u0027t cost you extra movement.
In addition, magic can neither reduce your speed nor cause you to be paralyzed or
restrained.","level":14}],"id":"Custom6a6ca963-521e-4931-a7e1-
3397e50cf296","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Ring of
Free Action","notes":"","type":"Feat"},"level":14},{"feat":{"descriptionModels":
[{"description":"*This item requires attunement*\nYou gain a +1 bonus to AC and
saving throws while wearing this ring.","level":14}],"id":"Customa57140aa-7953-
440d-8605-1423f8dc14c9","isFeature":true,"jsonType":"feat","level":1,"name":"RMI -
Ring of Protection","notes":"","type":"Feat"},"level":14},{"feat":
{"descriptionModels":[{"description":"*This item requires attunement*\nThis ring
has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the
ring, you can use an action to expend 1 to 3 of its charges to attack one creature
you can see within 60 feet of you. The ring produces a spectral ram\u0027s head and
makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the
target takes 2d10 force damage and is pushed 5 feet away from you.\nAlternatively,
you can expend 1 to 3 of the ring\u0027s charges as an action to try to break an
object you can see within 60 feet of you that isn\u0027t being worn or carried. The
ring makes a Strength check with a +5 bonus for each charge you
spend.","level":14}],"id":"Customb4073cbc-e57b-471d-aecc-
d49aa79d2b96","isFeature":true,"jsonType":"feat","level":1,"name":"RMI - Ring of
the Ram","notes":"","type":"Feat"},"level":14},{"feat":{"descriptionModels":
[{"description":"Prerequisite: 14th-level artificer\nItem: A suit of armor
(requires attunement)\n\nThe wearer of this armor gains these benefits:\n\n- The
wearer\u0027s walking speed increases by 5 feet.\n- The armor includes gauntlets,
each of which is a magic melee weapon that can be wielded only when this 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\u0027s target, then immediately returns to the wearer and reattaches.\n-
The armor can\u0027t be removed against the wearer\u0027s will.\n- 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. ","level":14}],"id":"Customf26bb93c-2cc9-437e-9db9-
c962e2cb98c3","isFeature":true,"jsonType":"feat","level":1,"name":"Arcane
Propulsion
Armor","notes":"","type":"Feat"},"level":14}],"canReselect":true,"id":"4350e4c2-
c055-400b-8c90-15b7e3b0d06d","name":"Artificer Infusions","selectedFeatures":
[]}],"shouldShowCompanion":false,"skillProficiencies":[],"specialAbilities":
[{"amountsPerLevel":[{"amount":2,"level":2},{"amount":3,"level":6},
{"amount":4,"level":10},{"amount":5,"level":14},
{"amount":6,"level":18}],"associatedValueName":"","id":"27fad8de-d4ba-4882-9687-
9af2a9559ee7","name":"Item Infusions","usesLeft":0}],"spellSlots":
[],"spellcastingAbility":"INT","spells":[],"subtypes":[],"toolProficiencies":
[{"hint":"","level":1,"proficiency":"Thieves\u0027 tools"},
{"hint":"","level":1,"proficiency":"Tinker\u0027s tools"},
{"hint":"","level":1,"proficiency":"Choose 1 Artisan\
u0027s"}],"weaponProficiencies":[{"hint":"","level":1,"proficiency":"all_simple"}]}

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