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{

"customData": {
"classes": [
{
"index": "bce36c9e-7c27-4a07-9e5e-42a4f51c7885",
"name": "Artificer",
"money": {
"amount": 2,
"dice": 4,
"multiplier": 10
},
"hit_die": 8,
"magic": 0.5,
"first_level_slot_override": true,
"spell_gains": [
{"level": 1, "spellGain": 0, "cantripGain": 0},
{"level": 1, "spellGain": 0, "cantripGain": 2},
{"level": 1, "spellGain": 0, "cantripGain": 0},
{"level": 1, "spellGain": 0, "cantripGain": 0},
{"level": 1, "spellGain": 0, "cantripGain": 0},
{"level": 2, "spellGain": 0, "cantripGain": 0},
{"level": 2, "spellGain": 0, "cantripGain": 0},
{"level": 2, "spellGain": 0, "cantripGain": 0},
{"level": 2, "spellGain": 0, "cantripGain": 0},
{"level": 3, "spellGain": 0, "cantripGain": 0},
{"level": 3, "spellGain": 0, "cantripGain": 1},
{"level": 3, "spellGain": 0, "cantripGain": 0},
{"level": 3, "spellGain": 0, "cantripGain": 0},
{"level": 4, "spellGain": 0, "cantripGain": 0},
{"level": 4, "spellGain": 0, "cantripGain": 1},
{"level": 4, "spellGain": 0, "cantripGain": 0},
{"level": 4, "spellGain": 0, "cantripGain": 0},
{"level": 5, "spellGain": 0, "cantripGain": 0},
{"level": 5, "spellGain": 0, "cantripGain": 0},
{"level": 5, "spellGain": 0, "cantripGain": 0},
{"level": 5, "spellGain": 0, "cantripGain": 0}
],
"magic_ability": "INT",
"preparer": true,
"proficiency_choices": {
"Skills": {
"type": "skills",
"count": 2,
"choices": [
"Arcana",
"History",
"Investigation",
"Medicine",
"Perception",
"Nature",
"Sleight of Hand"
]
},
"Artisan's Tool": {
"selections": [
{
"type": "Artisan's Tools",
"choices": [
"Alchemist's supplies", "Brewer's supplies",
"Calligrapher's supplies", "Carpenter's tools",
"Cartographer's tools", "Cobbler's tools",
"Cook's utensils", "Glassblower's tools", "Jeweler's tools", "Leatherworker's
tools",
"Mason's tools", "Painter's supplies",
"Potter's tools", "Smith's tools", "Tinker's tools", "Weaver's tools",
"Woodcarver's tools",
"Disguise kit", "Forgery kit"
]
}
]
}
},
"saving_throws": ["INT", "CON"],
"starting_equipment": {
"selections": [
[
{
"name": "Two Simple Weapons",
"selection": {
"amount": 2,
"equipment_category": "Weapon",
"subcategories": ["Simple Ranged", "Simple
Melee"]
}
}
],
[
{
"name": "A Light Crossbow and 20 bolts",
"items": [
{
"equipment_category": "Weapon",
"index": 11
},
{
"equipment_category": "Item",
"index": 56,
"amount": 20
}
]
}
],
[
{
"name": "Scale Mail",
"items": [
{
"name": "Scale Mail",
"index": 43,
"equipment_category": "Armor"
}
]
},
{
"name": "Studded Leather Armor",
"items": [
{
"name": "Studded Leather Armor",
"index": 40,
"equipment_category": "Armor"
}
]
}
],
[
{
"name": "Dungeoneer's Pack",
"desc": "Includes a backpack, a crowbar, a hammer,
10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack
also has 50 feet of hempen rope strapped to the side of it.",
"items": [
{
"equipment_category": "Item",
"index": 65
},
{
"equipment_category": "Item",
"index": 88
},
{
"equipment_category": "Item",
"index": 97
},
{
"equipment_category": "Item",
"index": 125,
"amount": 10
},
{
"equipment_category": "Item",
"index": 150,
"amount": 10
},
{
"equipment_category": "Item",
"index": 149
},
{
"equipment_category": "Item",
"index": 133,
"amount": 10
},
{
"equipment_category": "Item",
"index": 152
},
{
"equipment_category": "Item",
"index": 136
},
{
"index": 191,
"equipment_category": "Tool"
}
]
}
]
]
},
"proficiencies": {
"Armors": ["Light Armor", "Medium Armor", "Shields"],
"Weapons": ["Simple Weapons", "Crossbows, hand", "Crossbows,
heavy"],
"Tools": ["Thieves' Tools", "Tinker's tools"]
},
"actual_proficiencies": [
{"index": 17, "type": "Armor", "name": "Shields" },
{"index": 54, "type": "Weapons", "name": "Crossbows, hand" },
{"index": 55, "type": "Weapons", "name": "Crossbows, heavy" },
{"index": 72, "type": "Artisan's Tools", "name": "Tinker's
tools" },
{"index": 96, "type": "Artisan's Tools", "name": "Thieves'
Tools" },
{"index": 38, "type": "Armor", "name": "Padded Armor" },
{"index": 39, "type": "Armor", "name": "Leather Armor" },
{"index": 40, "type": "Armor", "name": "Studded Leather
Armor" },
{"index": 41, "type": "Armor", "name": "Hide Armor" },
{"index": 42, "type": "Armor", "name": "Chain Shirt Armor" },
{"index": 43, "type": "Armor", "name": "Scale Mail Armor" },
{"index": 44, "type": "Armor", "name": "Breastplate Armor" },
{"index": 45, "type": "Armor", "name": "Half Plate Armor" },
{"index": 1, "type": "Weapons", "name": "Clubs" },
{"index": 2, "type": "Weapons", "name": "Daggers" },
{"index": 3, "type": "Weapons", "name": "Greatclubs" },
{"index": 4, "type": "Weapons", "name": "Handaxes" },
{"index": 5, "type": "Weapons", "name": "Javelins" },
{"index": 6, "type": "Weapons", "name": "Light hammers" },
{"index": 7, "type": "Weapons", "name": "Maces" },
{"index": 8, "type": "Weapons", "name": "Quarterstaffs" },
{"index": 9, "type": "Weapons", "name": "Sickles" },
{"index": 10, "type": "Weapons", "name": "Spears" },
{"index": 11, "type": "Weapons", "name": "Crossbows, light" },
{"index": 12, "type": "Weapons", "name": "Darts" },
{"index": 13, "type": "Weapons", "name": "Shortbows" },
{"index": 14, "type": "Weapons", "name": "Slings" }
],
"proficiency_groups": ["Light Armor", "Medium Armor", "Simple
Weapons"],
"other_proficiencies": [
"Crossbows, hand",
"Crossbows, heavy",
"Shields",
"Thieves' Tools",
"Tinker's tools"
],
"subclass_spells": [
{
"class": "Artificer",
"subclass": "Alchemist",
"spells": [
{
"level": 3,
"spells": [145, "325536e1-3b1e-4c0c-9494-
ca88c73ea33af"]
},
{
"level": 5,
"spells": [115, "c3a30292-d73f-4d42-a486-
2f5b456fc6dff"]
},
{
"level": 9,
"spells": [125, 186]
},
{
"level": 13,
"spells": [29, 71]
},
{
"level": 17,
"spells": [42, 226]
}
]
},
{
"class": "Artificer",
"subclass": "Armorer",
"spells": [
{
"level": 3,
"spells": [179, 249]
},
{
"level": 5,
"spells": [196, 248]
},
{
"level": 9,
"spells": [153,170]
},
{
"level": 13,
"spells": [111,134]
},
{
"level": 17,
"spells": [204, 292]
}
]
},
{
"class": "Artificer",
"subclass": "Artillerist",
"spells": [
{
"level": 3,
"spells": [249,279]
},
{
"level": 5,
"spells": [240, 248]
},
{
"level": 9,
"spells": [110,302]
},
{
"level": 13,
"spells": [154, 291]
},
{
"level": 17,
"spells": [48, 292]
}
]
},
{
"class": "Artificer",
"subclass": "Battle Smith",
"spells": [
{
"level": 3,
"spells": [148,249]
},
{
"level": 5,
"spells": [409,296]
},
{
"level": 9,
"spells": ["3da39099-a0e9-4127-95fb-e027f2822414f",
"43189952-9d75-400f-9aae-287c70621796f"]
},
{
"level": 13,
"spells": ["2a3d6985-d6f5-4655-8289-ae85eec03264f",
111]
},
{
"level": 17,
"spells": ["86343466-df15-4d5e-b2f4-
9a3c329ca42af",184]
}
]
},
{
"class": "Artificer",
"subclass": "Forge Adept",
"spells": [
{
"level": 3,
"spells": ["1ab23f75-92c7-42a0-84d9-395028175dfdf",
250]
},
{
"level": 5,
"spells": [265,296]
},
{
"level": 9,
"spells": [24, 231]
},
{
"level": 13,
"spells": [71, 111]
},
{
"level": 17,
"spells": ["86343466-df15-4d5e-b2f4-9a3c329ca42af",
292]
}
]
}
],
"spell_list": [
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"21d913b5-f28b-4ece-aee8-32a08072ea2ff",
"e563a653-053f-4188-a30a-489e32c8666ef",
"e490d97a-63d0-4418-9d9a-9bb951afc0d6f",
"201e4015-2577-40c0-9afa-b67d83d0d4bff",
"875c6f42-4eb9-43ab-872f-652a0b84b14ef",
"da8019f3-5ccb-4cc9-aa39-357d241cd435f",
"d825c1b4-0922-4b18-8fb5-e7f8d4f9958ff",
"81fcab72-a9a0-4b2f-b426-be23a8540917f",
"779300df-aaba-42f2-975a-fe1cd277a5fdf",
"d07a9c3b-e99c-4d88-a35b-65f275b66405f",
"f50bf4b2-57fd-469b-b997-86665c904f3cf",
"fe92d6c0-40c0-45d1-b3c1-656eee3190eef",
"83d02159-5086-4174-a271-4603dca717c5f",
"b59ec054-816a-4ec6-b17f-499c0ccad349f",
"0ee878e7-5efa-4a39-a6b8-b1ff5c9c95fff",
"0ee878e7-3-4a39-a6b8-b1ff5c9c95fff",
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"dfg-3-d-sef345sfw3r-b1ff5c9c95fff",
"dfg-3-d-sefd345sgfw3r-b1ff5c9c95fff",
"dfg-3-d-sefd3d45sgfw3r-r"
]
}
],
"feats": [
{
"index": "7c3ece0a-d695-11ea-87d0-0242ac130003",
"class": "Artificer",
"name": "Magical Tinkering",
"level": 1,
"desc": ["At 1st level, you learn how to invest a spark of magic in
objects that would otherwise be mundane. To use this ability, you must tinker’s
tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as
an action and give it one of the following magical properties of your choice:",
"- The object sheds bright light in a 5-foot radius and dim light
for an additional 5 feet.",
"- Whenever tapped by a creature, the object emits a recorded message
that can be heard up to 10 feet away. You utter the message when you bestow this
property on the object, and the recording can be no more than 6 seconds long.","-
The object continuously emits your choice of an odor or a nonverbal sound (wind,
waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet
away.", "- A static visual effect appears on one of the object’s surfaces. This
effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of
these elements, as you like.", "The chosen property lasts indefinitely. As an
action, you can touch the object and end the property early. You can give the magic
of this feature to multiple objects, touching one object each time you use the
feature, and a single object can bear only one of the properties at a time. The
maximum number of objects you can affect with the feature at one time is equal to
your Intelligence modifier (minimum of one object). If you try to exceed your
maximum, the oldest property immediately ends, and then the new property
applies."],
"auto": true
},{
"index": "7c3ece0a-d695df-11ea-87weed0-0242ac130003",
"class": "Artificer",
"name": "Spellcasting",
"level": 1,
"desc": ["You have studied the workings of magic, how to channel it
through objects, and how to awaken it within them. As a result, you have gained a
limited ability to cast spells. To observers, you don’t appear to be casting spells
in a conventional way; you look as if you’re producing wonders through various
items.", "You produce your artificer spell effects through your tools. You must
have a spellcasting focus – specifically tinker’ tools or some kind of artisan’s
tool – in hand when you cast any spell with this Spellcasting feature. You must be
proficient with the tool to use it in this way. After you gain the Infuse Item
feature at 2nd level, you can also use any item bearing one of your infusions as a
spellcasting focus."],
"auto": true
},{
"index": "7cw3ece0a-d6dw95-11ea-0242ac130003",
"class": "Artificer",
"name": "Cantrips",
"level": 1,
"desc": ["At 1st level, you know two cantrips of your choice from
the artificer spell list. At higher levels, you learn additional artificer cantrips
of your choice, as shown in the Cantrips Known column of the Artificer table. When
you gain a level in this class, you can replace one of the artificer cantrips you
know with another cantrip from the artificer spell list."],
"auto": true
},{
"index": "7c3ece0a-d69s5-11ea-87d0-0242ac130003",
"class": "Artificer",
"name": "Preparing and Casting Spells",
"level": 1,
"desc": ["You 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.", "You can change your list of prepared spells when
you finish a long rest. Preparing a new list of artificer spells requires time
spent in tinkering with your spellcasting focuses: at least 1 minute per spell
level for each spell on your list.", "Intelligence 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."],
"auto": true
},{
"index": "7c3ece0a-d695-ghj11ea-87fhd0-0242ac130003",
"class": "Artificer",
"name": "Infuse Item",
"level": 2,
"desc": ["At 2nd level, you gain the ability to imbue mundane items
with certain magical infusions. The magic items you create with this feature are
effectively prototypes of permanent items.", "(You can find these infusions in the
spellbook menu as special 'cantrips'. To find them, just search for the 'infusion'
word)", "Whenever you gain a level in this class, you can replace one of the
artificer infusions you learned with a new one."],
"auto": true
}, {
"index": "7c3ece0a--ghj11ea-87fhd0-0242ac130003",
"class": "Artificer",
"name": "Known Infusions Table",
"level": 2,
"desc": ["Known Infusions:", "- lvl 2 to 5: 4", "- lvl 6 to 9: 6",
"- lvl 10 to 13: 8", "- lvl 14 to 17: 10", "- lvl 18 to 20: 12", "Max Infused
Items:", "- lvl 2 to 5: 2", "- lvl 6 to 9: 3", "- lvl 10 to 13: 4", "- lvl 14 to
17: 5", "- lvl 18 to 20: 6"],
"auto": true
}, {
"index": "7c3ece0a-d695-11ea-8r7d0-0242ac130003",
"class": "Artificer",
"name": "Infusing an Item",
"level": 2,
"desc": ["Whenever you finish a long rest, you can touch a
nonmagical object and imbue it with one of your artificer infusions, turning it
into a magic item. An infusion works on only certain kinds of objects, as specified
in the infusion’s description. If the item requires attunement, you can attune
yourself to it the instant you infuse the item, or you can forgo attunement so that
someone else can attune to the item. 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 give up your knowledge of the infusion for another one.","You
can infuse more than one nonmagical object at the end of a long rest; the maximum
number of objects appears in the Infused Items column of the Artificer table. You
must touch each of the objects, and each of your infusions can be in only one
object at a time. 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
immediately ends, and then the new infusion applies."],
"auto": true
},{
"index": "7c3ssdece0a-d695-11ea-87sd0-0242ac130003",
"class": "Artificer",
"name": "Artificer Specialist",
"level": 3,
"desc": ["At 3rd level, you choose the type of specialist you are.
Your choice grants you features at 5th level and again at 9th and 15th level."],
"auto": true
},
{
"index": "821280b2-d698-11ea-87d0-0242ac130gw003",
"class": "Artificer",
"name": "The Right Tool for the Job",
"level": 3,
"desc": ["At 3rd level, you learn how to produce exactly the tool
you need: with tinker's tools in hand, you can magically create one set of
artisan's 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."],
"auto": true
},{
"index": "821280b2-d698-11ea-87d0-0242ac13d0ehwdgx003",
"class": "Artificer",
"name": "Ability Score Improvement",
"level": 4,
"abi": true,
"desc": ["When you reach 4th level, 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature."],
"auto": true
}, {
"index": "821280b2-d698-11ea-87d0-0242ac13d0003",
"class": "Artificer",
"name": "Ability Score Improvement",
"level": 8,
"abi": true,
"desc": ["When you reach 4th level, 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature."],
"auto": true
}, {
"index": "82128s340b2-d698-11ea-87d0-0242ac13d0003",
"class": "Artificer",
"name": "Ability Score Improvement",
"abi": true,
"level": 12,
"desc": ["When you reach 4th level, 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature."],
"auto": true
}, {
"index": "821280ghjfdsdrtyjghnbfga-87d0-0242ac13d0003",
"class": "Artificer",
"name": "Ability Score Improvement",
"abi": true,
"level": 16,
"desc": ["When you reach 4th level, 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature."],
"auto": true
},{
"index": "821280b2-d698-11ea-87d0-0242ac13tyfa4d0003",
"class": "Artificer",
"name": "Ability Score Improvement",
"abi": true,
"level": 19,
"desc": ["When you reach 4th level, 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal, you can't increase an ability
score above 20 using this feature."],
"auto": true
},{
"index": "821280b2-d698--87d0-0242ac130003",
"class": "Artificer",
"name": "Tool Expertise",
"level": 6,
"desc": ["Starting at 6th level, your proficiency bonus is doubled
for any ability check you make that uses your proficiency with a tool."],
"auto": true
},{
"index": "821280b2-d698-11ea-87dr0-0242ac130003",
"class": "Artificer",
"name": "Flash of Genius",
"level": 7,
"desc": ["Starting at 7th level, 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.", "You 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."],
"auto": true
},{
"index": "82d128k0b2-d698-11ea-87d0-0242ac130003",
"class": "Artificer",
"name": "Magic Item Adept",
"level": 10,
"desc": ["When you reach 10th level, you achieve a profound
understanding of how to use and make magic items:",
"- You can attune to up to four magic items at once.", "- 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."],
"auto": true
},{
"index": "821280b2-d698-11ea-87d0-0242ac130003",
"class": "Artificer",
"name": "Spell-Storing Item",
"level": 11,
"desc": ["At 11th level, 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 store a spell in it,
choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1
action to cast (you needn't to have it prepared).","While holding the object, a
creature can take an action to produce the spell's effect from it using your
spellcasting ability modifier. If the spell requires concentration, that creature
must concentrate.","The spell stays in the object until it has 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."],
"auto": true
},{
"index": "821280sb2-d698-11ebba-87d0-0242ac130003",
"class": "Artificer",
"name": "Magic Item Savant",
"level": 14,
"desc": ["At 14th level, your skill with magic items deepens
more:","- You can attune to up to five magic items at once.","- You ignore all
class, race, spell and level requirements on attuning to or using a magic item."],
"auto": true
},{
"index": "821280b2-d698-11ebba-87d0-",
"class": "Artificer",
"name": "Magic Item Master",
"level": 18,
"desc": ["Starting at 18th level, you can attune up to six magic
items at once."],
"auto": true
},{
"index": "821280b2--11ebba-87d0-0242asdfc130003",
"class": "Artificer",
"name": "Soul of Artifice",
"level": 20,
"desc": ["At 20th level, you develop a mystical connection to your
magic items, which you can draw on for protection:","- You gain a +1 bonus to all
saving throws per magic item you are currently attuned to.","- If you're reduced to
0 hit points but not killed out-right, you can use your reaction to end one of your
artificer infusions, causing you to drop to 1 hit point instead of 0."],
"auto": true
},

{
"index": "d55f72dc-27b3-4f93-885c-1d365f184acc",
"class": "Artificer",
"name": "Choose subclass: Artificer Specialist",
"customAllowed": true,
"level": 3,
"desc": ["At 3rd level, you choose the type of specialist you are.
Your choice grants you features at 5th level and again at 9th and 15th level."],
"auto": true,
"choices": []
},

{
"index": "d55f72dc-fad-1",
"class": "Artificer",
"subclass": "Alchemist",
"name": "Subclass: Alchemist",
"level": 3,
"desc": ["An Alchemist is an expert at combining reagents to
produce mystical effects. Alchemists use their creations to give life and to leech
it away."],
"auto": true
},
{
"index": "d55f72dc-fad-1-234-1fzcx-3",
"class": "Artificer",
"subclass": "Alchemist",
"name": "Tool Proficiency",
"level": 3,
"desc": ["When you adopt this specialization at 3rd level, you gain
proficiency with alchemist's supplies. If you already have this proficiency, you
gain proficiency with one other type of artisan's tools of your choice."],
"auto": true
},{
"index": "d55f72dc-fad-1-234-1fzcx-2",
"class": "Artificer",
"subclass": "Alchemist",
"name": "Alchemist Spells",
"level": 3,
"desc": ["Starting at 3rd level, 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’t count
against the number of artificer spells you prepare.", "3rd - Healing Word, Ray of
Sickness", "5th - Flaming Sphere, Melf's Acid Arrow", "9th - Gaseous Form, Mass
Healing Word", "13th - Blight, Death Ward", "17th - Cloudkill, Raise Dead"],
"auto": true
},{
"index": "d55f72dc-fad-1-234-1fzcx-assf",
"class": "Artificer",
"subclass": "Alchemist",
"name": "Experimental Elixir",
"level": 3,
"desc": ["Beginning at 3rd level, 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's 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. Creating 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.","When you reach certain levels in this class, you can make more elixirs at
the end of a long rest: two at 6th level and three at 15th level. Roll for each
elixir's effect separately. Each elixir requires its own flask.","You can create
additional experimental elixirs by expending a spell slot of 1st level or higher
for each one. When you do so, use your action to create the elixir in an empty
flask you touch, and you choose the elixir's effect from the Experimental Elixir
table.", "1 Healing. The drinker regains a number of hit points equal to 2d4 + your
Intelligence Modifier","2 Swiftness. The drinker's walking speed increases by 10
feet for 1 hour.","3 Resilience. The drinker gains a +1 bonus to AC for 10
minutes.","4 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.","5 Flight. The drinker
gains a flying speed of 10 feet for 10 minutes.","6 Transformation. The drinker's
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."],
"auto": true
},{
"index": "d55f72dc-fad-1-234-1fzcx-34",
"class": "Artificer",
"subclass": "Alchemist",
"name": "Alchemical Savant",
"level": 5,
"desc": ["At 5th level, you develop masterful command of magical
chemicals, enhancing the healing and damage you create through them. Whenever you
cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a
bonus to one roll of the spell. That roll must restore hit points or be a damage
roll that deals acid or poison damage, and the bonus equals your Intelligence
modifier (minimum of +1)."],
"auto": true
},{
"index": "d55f72dc-fad-1-234-1fzcx-7",
"class": "Artificer",
"subclass": "Alchemist",
"name": "Restorative Reagents",
"level": 9,
"desc": ["Starting at 9th level, you can incorporate restorative
reagents into some of your works:","• 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).","• You can cast Lesser
Restoration without expending a spell slot and without preparing the spell,
provided you use alchemist's 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."],
"auto": true
},{
"index": "d55f72dc-fad-1-234-1fzcx-75",
"class": "Artificer",
"subclass": "Alchemist",
"name": "Chemical Mastery",
"level": 15,
"desc": ["By 15th level, 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:","• You gain resistance to acid damage and poison damage, and you are now
immune to the poisoned condition.","• You can cast Greater Restoration and Heal
without expending a spell slot, without preparing the spell, and without providing
the material component, provided you use alchemist’s supplies as the spellcasting
focus. Once you cast either spell with this feature, you can't cast that spell with
it again until you finish a long rest."],
"auto": true
},

{
"index": "d55f72dc-fad-2",
"class": "Artificer",
"subclass": "Armorer",
"name": "Subclass: Armorer",
"level": 3,
"desc": ["An artificer who specializes as an Armorer modifies armor
to function almost like a second skin. The armor is enhanced to hone the
artificer’s magic, unleash potent attacks, and generate a formidable defense. The
artificer bonds with this armor, becoming one with it even as they experiment with
it and refine its magical capabilities."],
"auto": true
},
{
"index": "d55f72dc-fad-2-df-5hg4-3",
"class": "Artificer",
"subclass": "Armorer",
"name": "Tool Proficiency",
"level": 3,
"desc": ["When you adopt this specialization at 3rd level, you gain
proficiency with heavy armor. You also gain proficiency with smith’s tools. If you
already have this tool proficiency, you gain proficiency with one other type of
artisan’s tools of your choice."],
"auto": true
},{
"index": "d-fad-2-df-fgweterh-3",
"class": "Artificer",
"subclass": "Armorer",
"name": "Armorer Spells",
"level": 3,
"desc": ["Starting at 3rd level, 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’t count
against the number of artificer spells you prepare."],
"auto": true
},{
"index": "sfgo7y5-fad-2-df-7896564-3",
"class": "Artificer",
"subclass": "Armorer",
"name": "Power Armor",
"level": 3,
"desc": ["Beginning at 3rd level, your metallurgical pursuits have
led to you making armor a conduit for your artificer magic. As an action, you can
turn a suit of heavy armor you are wearing into power armor, provided you have
smith’s tools in hand. You gain the following benefits while wearing the power
armor:", "• If the armor normally has a Strength requirement, the power armor lacks
this requirement for you.","• You can use the power armor as a spellcasting focus
for your artificer spells.","• The power armor attaches to you and can’t be removed
against your will. It also expands to cover your entire body, and it replaces any
missing limbs, functioning identically to a body part it is replacing.","The armor
continues to be power armor until you doff it, you don another suit of armor, or
you die."],
"auto": true
},{
"index": "d55f72dc-fad-2-df-34ers-3",
"class": "Artificer",
"subclass": "Armorer",
"name": "Armor Model",
"level": 3,
"desc": ["Beginning at 3rd level, you can customize your power
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.","Each model includes a special weapon. When you attack with that weapon, you
can use your Intelligence modifier, instead of Strength or Dexterity, for the
attack and damage rolls. You can change your power armor's model whenever you
finish a short or long rest, provided you have smith's tools in hand.", "",
"Guardian", "\nYou design your armor to be in the frontline of conflict. It has the
following features:\n\nThunder Gauntlets.\nYour armored fists each count as a
simple melee weapon, 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\nDefensive Field.\nYou gain a bonus action
that you can use on each of your turns to 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.", "", "Infiltrator", "You
customize your armor for subtle undertakings. It has the following features:\n\
nLightning Launcher.\nA 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\nPowered Steps.\nYour walking speed increases by
5 feet.\n\nSecond Skin.\nThe armor’s weight is negligible, and it becomes
formfitting and wearable under clothing. If the armor normally imposes disadvantage
on Dexterity (Stealth) checks, the power armor doesn't."],
"auto": true
},{
"index": "d55f72dc-fad-2-234gd-234-3",
"class": "Artificer",
"subclass": "Armorer",
"name": "Extra Attack",
"level": 5,
"desc": ["Starting at 5th level, you can attack twice, rather than
once, whenever you take the Attack action on your turn."],
"auto": true
},{
"index": "d55f72dc-fad-2-df--3",
"class": "Artificer",
"subclass": "Armorer",
"name": "Armor Modifications",
"level": 9,
"desc": ["At 9th level, you learn how to use your artificer
infusions to specially modify the armor enhanced by your Power Armor feature. That
armor now counts as separate items for the purposes of your Infuse Items feature:
armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear
one of your infusions. In addition, the maximum number of items you can infuse at
once increases by 2, but those extra items must be part of your power armor."],
"auto": true
},{
"index": "d55f72dc-fad-2-df--3",
"class": "Artificer",
"subclass": "Armorer",
"name": "Perfected Armor",
"level": 15,
"desc": ["At 15th level, Your power armor gains additional benefits
based on its model, as shown below","Guardian.\nTinkering with your armor's energy
system leads you to discover a powerful pulling force. When a creature you can see
ends its turn within 30 feet of you, you can use your reaction to force the
creature to succeed on a Strength saving throw against your spell save DC or be
pulled up to 30 feet toward you to an unoccupied space. If you pull the target to
space within 5 feet of you, you can make a melee weapon attack against it as part
of this reaction.\nYou can use this reaction a number of times equal to your
Intelligence modifier (minimum of once). You regain all expended uses of it when
you finish a long rest.","Infiltrator.\nAny creature that takes lightning damage
from your Lightning Launcher glimmers with light until the start of your next turn.
The glimmering creature sheds dim light in a 5 foot radius, and the next attack
roll against it by a creature other than you has advantage. If that attack hits, it
deals an extra 1d6 lightning damage."],
"auto": true
},

{
"index": "4129a600-15ed-4c4c-8bee-5792566b8d60",
"class": "Artificer",
"subclass": "Artillerist",
"name": "Subclass: Artillerist",
"level": 3,
"desc": ["An Artillerist specializes in using magic to hurl energy,
projectiles, and explosions on the battlefield."],
"auto": true
},{
"index": "4129a600-15ed-4c4c-8bee-1",
"class": "Artificer",
"subclass": "Artillerist",
"name": "Tool Proficiency",
"level": 3,
"desc": ["When you adopt this specialization at 3rd level, you gain
proficiency with woodcarver's tools. If you already have this proficiency, you gain
proficiency with one other type of artisan's tools of your choice."],
"auto": true
},{
"index": "4129a600-15ed-4c4c-8bee-2",
"class": "Artificer",
"subclass": "Artillerist",
"name": "Artillerist Spells",
"level": 3,
"desc": ["Starting at 3rd level, you always have certain spells
prepared after you reach particular levels in this class, as shown in the
Artillerist Spells table. These spells count as artificer spells for you, but they
don’t count against the number of artificer spells you prepare."],
"auto": true
},{
"index": "4129a600-15ed-4c4c-8bee-3",
"class": "Artificer",
"subclass": "Artillerist",
"name": "Eldritch Cannon",
"level": 3,
"desc": ["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.\n\nOnce you create a cannon, you can't 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't create one while your cannon is present. The
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 saving throw, treat all it's 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.\n\
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 Cannon
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\nFlamethrower\nThe 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’t being worn or carried.\n\nForce Ballista\nMake 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\nThe 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)"],
"auto": true
},{
"index": "4129a600-15ed-4c4c-8bee-4",
"class": "Artificer",
"subclass": "Artillerist",
"name": "Arcane Firearm",
"level": 5,
"desc": ["At 5th level, 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 woodcarvers' 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.\n\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 bonus to one of the spell's damage rolls equal to the number
rolled. If the spell affects multiple creatures, one creature of your choice takes
the bonus damage."],
"auto": true
},{
"index": "4129a600-15ed-4c4c-8bee-5",
"class": "Artificer",
"subclass": "Artillerist",
"name": "Explosive Cannon",
"level": 9,
"desc": ["Starting at 9th level, every eldritch cannon you create
is more destructive:\n\n• The cannon's damage rolls all increase by 1d8.\n\n• As an
action, you can command the cannon to detonate 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 or half as much damage on a successful one."],
"auto": true
},{
"index": "4129a600-15ed-4c4c-8bee-6",
"class": "Artificer",
"subclass": "Artillerist",
"name": "Fortified Position",
"level": 15,
"desc": ["By 15th level, you’re 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\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't
create a third cannon while you have two"],
"auto": true
},

{
"index": "afefadd8-4123-1-b161-87468d1b7899",
"class": "Artificer",
"subclass": "Battle Smith",
"name": "Subclass: Battle Smith",
"level": 3,
"desc": ["Armies require protection, and someone has to put things
back together if defenses fail. A combination of protector and medic, a Battle
Smith is an expert at defending others and repairing both material and personnel.
To aid in their work, Battle Smiths are usually accompanied by a steel defender, a
protective companion of their own creation."],
"auto": true
},
{
"index": "afefadd8-2-4624-b161-87468d1b7899",
"class": "Artificer",
"subclass": "Battle Smith",
"name": "Tool Proficiency",
"level": 3,
"desc": ["you already have this proficiency, you gain proficiency
with one other type of artisan's tools of your choice."],
"auto": true
}, {
"index": "afefadd8-3-4624-b161-87468d1b7899",
"class": "Artificer",
"subclass": "Battle Smith",
"name": "Battle Smith Spells",
"level": 3,
"desc": ["Starting at 3rd level, 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’t
count against the number of artificer spells you prepare."],
"auto": true
}, {
"index": "afefadd8-4-4624-b161-87468d1b7899",
"class": "Artificer",
"subclass": "Battle Smith",
"name": "Battle Ready",
"level": 3,
"desc": ["When you reach 3rd level, your combat training and your
experiments with magic have paid off in two ways:\n\n• You gain proficiency with
martial weapons.\n\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."],
"auto": true
}, {
"index": "afefadd8-5-4624-b161-87468d1b7899",
"class": "Artificer",
"subclass": "Battle Smith",
"name": "Steel Defender",
"level": 3,
"desc": ["By 3rd level, 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's game statistics in the steel defender stat
block. You determine the creature's appearance and whether it has two legs or four;
your choice has no effect on its game statistics.\n\nIn combat, the Steel Defender
shares your initiative count, but takes its turn immediately after yours. It can
move and use its reaction on it's 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\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's tools as an action torevive 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.\n\nAt the end of a long rest, you can create a new steel defender if you
have your smith's tools with you. If you already have a steel defender from this
feature, the first one immediately perishes."],
"auto": true
}, {
"index": "afefadd8-6-4624-b161-87468d1b7899",
"class": "Artificer",
"subclass": "Battle Smith",
"name": "Extra Attack",
"level": 5,
"desc": ["Starting at 5th level, you can attack twice, rather than
once, whenever you take the Attack action on your turn."],
"auto": true
}, {
"index": "afefadd8-7-4624-b161-87468d1b7899",
"class": "Artificer",
"subclass": "Battle Smith",
"name": "Arcane Jolt",
"level": 9,
"desc": ["At 9th level, you learn new ways to channel arcane 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\n• The target takes an extra 2d6 force
damage.\n\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."],
"auto": true
}, {
"index": "afefadd8-8-4624-b161-87468d1b7899",
"class": "Artificer",
"subclass": "Battle Smith",
"name": "Improved Defender",
"level": 15,
"desc": ["At 15th level, your Arcane jolt and steel defender become
more powerful:\n\n• The extra damage and the healing of your Arcane Jolt both
increase to 4d6.\n\n• Your steel defender gains a +2 bonus to Armor Class.\n\n•
Whenever your steel defender uses its Deflect Attack, the attacker takes force
damage equal to 1d4 + your Intelligence modifier."],
"auto": true
},

{
"index": "2bdd7152-b75b-4ead-8e8e-ea83e6dd2f14",
"class": "Artificer",
"subclass": "Forge Adept",
"name": "Subclass: Forge Adept",
"level": 3,
"desc": ["The daashor artificers of the Dhakaani Empire were the
finest weaponsmiths in Khorvaire’s history. As a Forge Adept, you carry on these
ancient traditions, creating mystical weapons and armor, strengthening allies on
the battlefield, and bringing down enemies with weapons imbued with your own soul
energy. If you’re dar, you learned these techniques from the masters of your clan.
Are you content to follow ancient traditions, or do you want to add your own
innovations? If you’re not Dhakaani, did you learn these techniques from a daashor
mentor? Did you steal this knowledge? Or are you replicating these traditions on
your own?"],
"auto": true
},{
"index": "2bdd7152-1-4ead-8e8e-ea83e6dd2f14",
"class": "Artificer",
"subclass": "Forge Adept",
"name": "Tool Proficiency",
"level": 3,
"desc": ["When you adopt this specialization at 3rd level, you gain
proficiency with smith’s tools. If you already have this proficiency, you gain
proficiency with one other type of artisan’s tools of your choice."],
"auto": true
},{
"index": "2bdd7152-2-4ead-8e8e-ea83e6dd2f14",
"class": "Artificer",
"subclass": "Forge Adept",
"name": "Forge Adept Spells",
"level": 3,
"desc": ["Starting at 3rd level, you always have certain spells
prepared after you reach particular levels in this class, as shown in the Forge
Adept Spells table. These spells count as artificer spells for you, but they don’t
count against the number of artificer spells you prepare."],
"auto": true
},{
"index": "2bdd7152-3-4ead-8e8e-ea83e6dd2f14",
"class": "Artificer",
"subclass": "Forge Adept",
"name": "Battle Ready",
"level": 3,
"desc": ["Beginning at 3rd level, you’re skilled in fighting side-
by-side with your companions on the field of battle. You gain proficiency with
martial weapons. Additionally, when you attack with a magic weapon, you can use
your Intelligence modifier, instead of Strength or Dexterity, for the attack and
damage rolls."],
"auto": true
},{
"index": "2bdd7152-4-4ead-8e8e-ea83e6dd2f14",
"class": "Artificer",
"subclass": "Forge Adept",
"name": "Ghall'Shaarat",
"level": 3,
"desc": ["At 3rd level, you learn to imbue a weapon with a fraction
of your spirit. The Dhakaani daashors called this weapon the ghaal’shaarat, Goblin
for mighty blade. Imbuing your ghaal’shaarat works like infusing an item, but does
not count toward your maximum number of infused items. When you finish a long rest,
you can touch a magic or nonmagical simple or martial melee weapon, which becomes
your ghaal’shaarat.\n\nOnce imbued, your ghaal’shaarat is a magic weapon that
grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued
already grants a higher bonus. This bonus increases when you reach certain levels
in this class, increasing to +2 at 8th level and +3 at 13th level. If the weapon
you imbued has the thrown property, it returns to your hand immediately after it is
used to make a ranged attack.\n\nYour ghaal’shaarat’s benefits remain until the
weapon is destroyed or until you use this ability to imbue a new item with this
power. Other creatures can’t benefit from your ghaal’shaarat’s powers, and to them,
it functions as the unimbued weapon did."],
"auto": true
},{
"index": "2bdd7152-5-4ead-8e8e-ea83e6dd2f14",
"class": "Artificer",
"subclass": "Forge Adept",
"name": "Extra Attack",
"level": 5,
"desc": ["Starting at 5th level, you can attack twice, rather than
once, whenever you take the Attack action on your turn."],
"auto": true
},{
"index": "2bdd7152-6-4ead-8e8e-ea83e6dd2f14",
"class": "Artificer",
"subclass": "Forge Adept",
"name": "Runes of War",
"level": 9,
"desc": ["At 9th level, you gain the ability to enhance the weapons
of your squad, targeting the damage to the weakness of your enemies. As an action,
you can activate an aura that extends from you in a 30-foot radius. The aura moves
with you, centered on you, and lasts for 1 minute or until your concentration ends
(as if you were casting a spell).\n\nWhen you activate this aura, choose one of the
following damage types: acid, cold, fire, lightning, or thunder. Each creature of
your choice in the aura deals an extra 1d4 damage of the chosen type when it hits
with a weapon attack.\n\nYou can use this feature a number of times equal to your
Intelligence modifier (minimum of once), and you regain all expended uses after a
long rest."],
"auto": true
},{
"index": "2bdd7152-7-4ead-8e8e-ea83e6dd2f14",
"class": "Artificer",
"subclass": "Forge Adept",
"name": "Perfect Weapon",
"level": 15,
"desc": ["At 15th level, you learn how to imbue your ghaal’shaarat
with additional power, and how to draw on it in time of need. The first time you
attack with your ghaal’shaarat on your turn, you can transfer some or all of its
bonus to your armor class, instead of using the bonus on any attacks that turn. For
every 1 you reduce your attack and damage rolls by, you gain +1 to your AC. As long
as you continue holding your ghaal’shaarat, the AC bonus remains in effect until
the start of your next turn.\n\nAdditionally, when you finish a long rest, you can
select one of the following benefits. Until you finish your next long rest, you
gain the selected benefit whenever you’re holding your ghaal’shaarat.\n\n• You have
resistance to psychic damage, and you can’t be charmed or frightened.\n\n• You use
your ghaal’shaarat to channel the elements. When you select this ability, select
one of the following damage types: acid, cold, fire, lightning, or thunder. When
you hit with your ghaal’shaarat, the target takes an extra 1d6 damage of the chosen
type."],
"auto": true
},

{
"index": "92eb9a90-7c39-4258-be0c-a156cf1e1d7e",
"class": "Artificer",
"subclass": "Maverick",
"name": "Subclass: Maverick",
"level": 3,
"desc": ["In the world of artifice, the Maverick is a jack of all
trades and master of none. A Maverick is always experimenting with new designs,
forever abandoning yesterday’s work in pursuit of a new obsession. While often
dismissed by other artificers as eccentric amateurs, in their refusal to follow
established tradition, a Maverick may stumble on remarkable breakthroughs—though
their idiosyncratic techniques can rarely be replicated by others."],
"auto": true
},
{
"index": "92eb9a90-6-4258-be0c-a156cf1e1d7e",
"class": "Artificer",
"subclass": "Maverick",
"name": "Arcane Breakthroughs",
"level": 3,
"desc": ["Starting at 3rd level, you gain amazing insights into
spell effects beyond the reach of most artificers. Choose one of the following
classes: bard, cleric, druid, paladin, ranger, sorcerer, warlock, or wizard. This
class’s spells become part of your Breakthrough spell list. You can choose an
additional class and add its spells to your Breakthrough spell list at 5th, 9th,
13th, and 17th levels.\n\nWhen you change your list of prepared artificer spells
after a long rest, you can prepare an additional 1st-level spell. This spell must
be from your. Breakthrough spell list. When you reach certain levels in this class,
you increase the number of Breakthrough spells that you can prepare. You can
prepare an additional 2nd-level spell at 5th level, an additional 3rd-level spell
at 9th level, an additional 4th-level spell at 13th level, and an additional 5th-
level spell at 17th level. These prepared spells don’t count against the number of
artificer spells you prepare.\n\nWhen you cast a spell you’ve prepared using this
feature, it’s considered to be an artificer spell for you, and Intelligence is your
spellcasting ability for it. When you swap a prepared Breakthrough spell for a new
spell, you lose any ongoing benefits from having cast it (such as a steed summoned
by find steed)."],
"auto": true
}, {
"index": "92eb9a90-1-4258-be0c-a156cf1e1d7e",
"class": "Artificer",
"subclass": "Maverick",
"name": "Cantrip Specialist",
"level": 3,
"desc": ["You excel at producing minor magical effects—and at
abandoning your current projects to pursue new ideas. Starting at 3rd level you
gain the following benefits:\n\n• You know one additional cantrip beyond what’s
normally allowed for an artificer of your level.\n\n• When you finish a short rest
(instead of when you gain a level in this class), you can replace one of the
artificer cantrips you know with another cantrip from the artificer spell list or
your Breakthrough spell list. This cantrip is considered an artificer cantrip for
you."],
"auto": true
}, {
"index": "92eb9a90-2-4258-be0c-a156cf1e1d7e",
"class": "Artificer",
"subclass": "Maverick",
"name": "Cantrip Savant",
"level": 5,
"desc": ["Starting at 5th level, you continue to develop your
talent for the simplest spells. You gain the following benefits:\n\n• When casting
an artificer cantrip, you gain a +1 bonus to attack rolls and to your artificer
spell save DC unless your spellcasting focus grants a higher bonus. This bonus
increases when you reach certain levels in this class, increasing to +2 at 9th
level and +3 at 15th level.\n\n• As an action, you can replace an artificer cantrip
you know with a different cantrip from the artificer spell list or your
Breakthrough spell list. Once you use this feature, you can’t use it again until
you finish a long rest."],
"auto": true
}, {
"index": "92eb9a90-3-4258-be0c-a156cf1e1d7e",
"class": "Artificer",
"subclass": "Maverick",
"name": "Superior Breakthoughs",
"level": 9,
"desc": ["Starting at 9th level, when you cast one of the spells
you prepared with Arcane Breakthroughs, you can do so as if the spell was cast
using a spell slot two levels higher than the spell slot you expend.\nYou can use
this feature a number of times equal to your Intelligence modifier (minimum of 1).
You regain all expended uses after you finish a long rest."],
"auto": true
}, {
"index": "92eb9a90-4-4258-be0c-a156cf1e1d7e",
"class": "Artificer",
"subclass": "Maverick",
"name": "Work in Progress",
"level": 9,
"desc": ["Starting at 9th level, you can ready half-formed projects
for easy completion when needed. As an action, you can replace any prepared
artificer spell with any other spell from the artificer spell list, which then
counts as a prepared spell for you.\nOnce you use this feature, you can’t use it
again until you finish a short or a long rest."],
"auto": true
}, {
"index": "92eb9a90-5-4258-be0c-a156cf1e1d7e",
"class": "Artificer",
"subclass": "Maverick",
"name": "Final Breakthrough",
"level": 15,
"desc": ["At 15th level, you gain one additional spell slot of each
spell level you can prepare. These spell slots can only be used to cast the bonus
spells granted by your Arcane Breakthroughs. As you gain levels in this class and
are able to prepare 5th-level artificer spells, you gain an additional spell slot
of that level."],
"auto": true
}
],
"spells": [
{
"index": "sdf324-234-26435-dfg234-hsjt4",
"name": "(Infusion) Armor of Magical Strength",
"desc": "Prerequisite: 10th-level artificer\nItem: 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.\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.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
},
{
"index": "sdf324-234-f73mysn-dfg234-hsjt4",
"name": "(Infusion) Armor of Tools",
"desc": "Prerequisite: 10th-level artificer\nItem: 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.\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.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
},
{
"index": "sdf324-2c34-f73mycsn-dfg234-hsjt4",
"name": "(Infusion) Boots of the Winding Path",
"desc": "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.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
}, {
"index": "sdf324-2c34--dfg234-hsjt4",
"name": "(Infusion) Enhanced Arcane Focus",
"desc": "Item: A rod, staff or wand (requires attunement)\n\nWhile
holding this item, a creature gains +1 bonus to spell attack rolls. in addition,
the creature ignores half cover when making a spell attack.\n\nThe bonus increases
to +2 when you reach 10th level in this class.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
}, {
"index": "sdf324-2fekc34-f73mysn--hsjt4",
"name": "(Infusion) Enhanced Defense",
"desc": "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.\
n\nThe bonus increases to +2 when you reach 10th level in this class.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
}, {
"index": "sdf324-2c34-f73mysn-dfg23ig4-hsjt4",
"name": "(Infusion) Enhanced Weapon",
"desc": "Item: A simple or martial weapon\n\nThis magic weapon
grants a +1 bonus to attack and damage rolls made with it.\n\nThe bonus increases
to +2 when you reach 10th level in this class.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
}, {
"index": "sdf324-2c3fkbw4-f73mysn-dfg234-hsjt4",
"name": "(Infusion) Helm of Awareness",
"desc": "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’t be surprised, provided it isn’t
incapacitated.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
}, {
"index": "sdf324-2c34-f73mysfn-dfg234-hsjt4",
"name": "(Infusion) Homunculus Servant",
"desc": "Prerequisite: 6th-level artificer\nItem: A gem worth at
least 100 gp or a dragonshard\n\nYou learn intricate methords for magically
creating a special homunculus that serves you. The item you infuse serves as the
creature's heart, around which the creature's body instantly forms.\n\nYou
determine the homunculus' appearance. Some artificers prefer mechanical-looking
birds, whereas some like winged vials or miniature, animate cauldrons.\n\nThe
homunculus is friendly to you and your companions, and it obeys your commands. See
this creature's game statistics in the Homunculus Servant stat block.\n\nIn combat,
the homunculus shares your initiative count, but takes its turn immediately after
yours. It can move and use its reaction on it's 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.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
},{
"index": "sdf324-;-f73mysn-dfg234-hsjt4",
"name": "(Infusion) Mind Sharpener",
"desc": "Item: A suit of armor or robes (requires attunement)\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.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
},{
"index": "sdf3d24-2fc34-f73mysn-dfg234-",
"name": "(Infusion) Radiant Weapon",
"desc": "Prerequisite: 6th-level artificer\n\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. The wielder can extinguish the light as a bonus action.\n\
nThe weapon has 4 charges. As a reaction immediately after being hit by a melee
attack, the wielder can expend 1 charge and cause the attacker to be blinded until
the end of the attacker’s 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.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
},{
"index": "sdf324-2c34-f73mdysn-dfg234-hsjt4",
"name": "(Infusion) Repulsion Shield",
"desc": "Prerequisite: 6th-level artificer\n\nItem: A shield
(requires attunement)\n\nA creature gains a +1 bonus to Armor Class while wielding
this shield.\nThe shield has 5 charges. While holding it, the wielder can use a
reaction immediately after being hit by a melee attack to expend 1 of the shield's
charges and push the attacker up to 15 feet away. The shield regains 1d4 expended
charges daily at dawn.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
},{
"index": "isf-2c34-f73mysn-dfg234-hsjt4",
"name": "(Infusion) Resistant Armor",
"desc": "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.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
},{
"index": "sdf324-2cr34-f73mysgwn-ifidh-hsjt4",
"name": "(Infusion) Returning Weapon",
"desc": "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’s hand immediately after it is used to make a ranged
attack.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
},{
"index": "fdlwjf2--f73mysn-dfg234-hsjt4",
"name": "(Infusion) Spell-Refueling Ring",
"desc": "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’t be
used again until the next dawn.",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
},{
"index": "sdf324-2c3lh4-f73mysn-dfg234-hsjt4",
"name": "(Infusion) Replicate Magic Item",
"desc": "Using this infusion, you replicate a particular magic
item. You can learn this infusion multiple times; each time you do so, choose a
different magic item that you can make with it, picking from the Replicable Magic
Items tables below. A table's title tells you the level you must be in the class to
choose an item from the table.\nIn the tables, an item’s entry tells you whether
the item requires attunement. See the item’s description in the Dungeon Master’s
Guide for more information about it, including the type of object required for its
making.\n\nIf you have Xanathar's Guide to Everything, you can choose from among
the common magic items in that book when you pick a magic item you can replicate
with this infusion.\n\n2nd-Level Artificer: Alchemy jug, Armblade (Eberron: Rising
from the Last War), Bag of holding, Cap of water breathing, Goggles of night,
Prosthetic limb (Eberron: Rising from the Last War), Rope of climbing, Sending
stones, Wand of magic detection, Wand of secrets\n\n6th-Level Artificer:\nBoots of
elvenkind, Cloak of elvenkind, Cloak of the manta ray, Eyes of charming, Gloves of
thievery, Lantern of revealing, Pipes of haunting, Ring of water walking, Wand
sheath (Eberron: Rising from the Last War)\n\n10th-level artificer:\nBoots of
striding and springing, Boots of the winterlands, Bracers of archery, Brooch of
shielding, Cloak of protection, Eyes of the eagle, Gauntlets of ogre power, Gloves
of missile snaring, Gloves of swimming and climbing, Hat of disguise, Headband of
intellect, Helm of telepathy, Medallion of thoughts, Periapt of wound closure,
Pipes of the sewers, Quiver of Ehlonna, Ring of jumping, Ring of mind shielding,
Slippers of spider climbing, Ventilating lung (Eberron: Rising from the Last War),
Winged boots\n\n14th-level artificer:\nAmulet of health, Arcane propulsion arm
(Eberron: Rising from the Last War), Belt of hill giant strength, Boots of
levitation, Boots of speed, Bracers of defense, Cloak of the bat, Dimensional
shackles, Gem of seeing, Horn of blasting, Ring of free action, Ring of protection,
Ring of the ram",
"range": "",
"components": [],
"ritual": "no",
"duration": "",
"concentration": "no",
"casting_time": "",
"level": 0,
"school": "Conjuration",
"classes": ["Artificer"],
"subtype": "Artificer Infusion"
},
{
"index": "325536e1-3b1e-4c0c-9494-ca88c73ea33af",
"name": "Ray of Sickness",
"level": 1,
"school": "Necromancy",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "phb",
"classes": ["Sorcerer", "Wizard"],
"range": "60 feet",
"duration": "Instantaneous",
"components": ["V", "S"],
"desc": ["A ray of sickening greenish energy lashes out toward a
creature within range.\nMake a ranged spell attack against the target. On a hit,
the target takes 2d8 poison damage and must make a Constitution saving throw. On
afailed save, it is also poisoned until the end of your next turn.\n"],
"higher_level": ["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."]
}, {
"index": "c3a30292-d73f-4d42-a486-2f5b456fc6dff",
"name": "Melf’s Acid Arrow",
"level": 2,
"school": "Evocation",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "phb",
"classes": ["Wizard"],
"range": "90 feet",
"duration": "Instantaneous",
"components": ["V", "S", "M"],
"material": "powdered rhubarb leaf and an adder’sstomach",
"desc": "A shimmering green arrow streaks toward a target within
range and bursts in a spray of acid.\nMake a ranged spell attack against the
target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage
at the end of itsnext turn. On a miss, the arrow splashes the target with acid for
half as much of the initial damage and no damage at the end of its next turn.\n",
"higher_level": "When you cast this spell using a spell slot of 3rd
level or higher, the damage (both initial and later) increases by 1d4 for each slot
level above2nd."
},
{
"index": "3da39099-a0e9-4127-95fb-e027f2822414f",
"name": "Aura of Vitality",
"level": 3,
"school": "Evocation",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "yes",
"source": "phb",
"classes": ["Paladin"],
"range": "Self (30-foot radius)",
"duration": "Concentration, up to 1 minute",
"components": ["V"],
"desc": "Healing energy radiates from you in an aura with a 30-foot
radius.\nUntil 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) toregain 2d6
hit points.\n"
}, {
"index": "43189952-9d75-400f-9aae-287c70621796f",
"name": "Conjure Barrage",
"level": 3,
"school": "Conjuration",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "phb",
"classes": ["Ranger"],
"range": "Self (60-foot cone)",
"duration": "Instantaneous",
"components": ["V", "S", "M"],
"material": "one piece of ammunition or athrown weapon",
"desc": "You throw a nonmagical weapon or fire a piece of
nonmagical ammunition into the air to create a cone of identical weapons that shoot
forwardand 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.\n"
},{
"index": "e490d97a-63d0-4418-9d9a-9bb951afc0d6f",
"name": "Magic Stone",
"level": 0,
"school": "Transmutation",
"casting_time": "1 Bonus Action",
"ritual": "no",
"concentration": "no",
"source": "ee",
"classes": ["Druid", "Warlock"],
"range": "Touch",
"duration": "1 minute",
"components": ["V", "S"],
"desc": "You touch one to three pebbles and imbue them with magic.
You or someone else can make a ranged spell attack with one of the pebbles
bythrowing it or hurling it with a sling. If thrown, a pebble has a range of 60
feet. If someone else attacks with a pebble, that attacker adds yourspellcasting
ability modifier, not the attacker’s, to the attack roll. On a hit, the target
takes bludgeoning damage equal to 1d6 + yourspellcasting ability modifier. Whether
the attack hits or misses, the spell then ends on the stone.\nIf you cast this
spell again, the spell ends on any pebbles still affected by your previous
casting.\n"
},

{
"index": "0ee878e7-3-4a39-a6b8-b1ff5c9c95fff",
"name": "Otiluke's Resilient Sphere",
"level": 4,
"school": "Evocation",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "yes",
"source": "xgte",
"classes": ["Artificer", "Wizard"],
"range": "30 feet",
"duration": "Concentration, up to 1 hour",
"components": ["V", "S", "M"],
"desc": ["A sphere of shimmering force encloses a creature or
object of Large size or smaller within range. An unwilling creature must make a
Dexterity saving throw. On a failed save, the creature is enclosed for the
duration.\n\nNothing – not physical objects, energy, or other spell effects – can
pass through the barrier, in or out, though a creature in the sphere can breathe
there. The sphere is immune to all damage, and a creature or object inside can’t be
damaged by attacks or effects originating from outside, nor can a creature inside
the sphere damage anything outside it.\n\nThe sphere is weightless and just large
enough to contain the creature or object inside. An enclosed creature can use its
action to push against the sphere’s walls and thus roll the sphere at up to half
the creature’s speed. Similarly, the globe can be picked up and moved by other
creatures.\n\nA Disintegrate spell targeting the globe destroys it without harming
anything inside it."]
},

{
"index": "dfg-3-dfg34-a6b8-b1ff5c9c95fff",
"name": "Bigby's Hand",
"level": 5,
"school": "Evocation",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "yes",
"source": "xgte",
"classes": ["Artificer", "Wizard"],
"range": "120 feet",
"duration": "Concentration, up to 1 minute",
"components": ["V", "S", "M"],
"desc": ["You create a Large hand of shimmering, translucent force
in an unoccupied space that you can see within range. The hand lasts for the
spell’s duration, and it moves at your command, mimicking the movements of your own
hand.\n\nThe hand is an object that has AC 20 and hit points equal to your hit
point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26
(+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.\n\nWhen you cast
the spell and as a bonus action on your subsequent turns, you can move the hand up
to 60 feet and then cause one of the following effects with it.\n\n• Clenched Fist.
The hand strikes one creature or object within 5 feet of it. Make a melee spell
attack for the hand using your game statistics. On a hit, the target takes 4d8
force damage.\n\n• Forceful Hand. The hand attempts to push a creature within 5
feet of it in a direction you choose. Make a check with the hand’s Strength
contested by the Strength (Athletics) check of the target. If the target is Medium
or smaller, you have advantage on the check. If you succeed, the hand pushes the
target up to 5 feet plus a number of feet equal to five times your spellcasting
ability modifier. The hand moves with the target to remain within 5 feet of it.\n\
n• Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5
feet of it. You use the hand’s Strength score to resolve the grapple. If the target
is Medium or smaller, you have advantage on the check. While the hand is grappling
the target, you can use a bonus action to have the hand crush it. When you do so,
the target takes bludgeoning damage equal to 2d6 + your spellcasting ability
modifier.\n\n• Interposing Hand. The hand interposes itself between you and a
creature you choose until you give the hand a different command. The hand moves to
stay between you and the target, providing you with half cover against the target.
The target can’t move through the hand’s space if its Strength score is less than
or equal to the hand’s Strength score. If its Strength score is higher than the
hand’s Strength score, the target can move toward you through the hand’s space, but
that space is difficult terrain for the target.\n\nAt Higher Levels. When you cast
this spell using a spell slot of 6th level or higher, the damage from the clenched
fist option increases by 2d8 and the damage from the grasping hand increases by 2d6
for each slot level above 5th."]
},
{
"index": "dfg-3-d-sef345sfw3r-b1ff5c9c95fff",
"name": "Mordenkainen's Private Sanctum",
"level": 4,
"school": "Abjuration",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "xgte",
"classes": ["Artificer", "Wizard"],
"range": "120 feet",
"duration": "24 hours",
"components": ["V", "S", "M"],
"desc": ["You make an area within range magically secure. The area
is a cube that can be as small as 5 feet to as large as 100 feet on each side. The
spell lasts for the duration or until you use an action to dismiss it.\n\nWhen you
cast the spell, you decide what sort of security the spell provides, choosing any
or all of the following properties:\n\n• Sound can’t pass through the barrier at
the edge of the warded area.\n• The barrier of the warded area appears dark and
foggy, preventing vision (including darkvision) through it.\n• Sensors created by
divination spells can’t appear inside the protected area or pass through the
barrier at its perimeter.\n• Creatures in the area can’t be targeted by divination
spells.\n• Nothing can teleport into or out of the warded area.\n• Planar travel is
blocked within the warded area.\n\nCasting this spell on the same spot every day
for a year makes this effect permanent.\n\nAt Higher Levels. When you cast this
spell using a spell slot of 5th level or higher, you can increase the size of the
cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that
can be up to 200 feet on one side by using a spell slot of 5th level."]
},
{
"index": "dfg-3-d-sefd345sgfw3r-b1ff5c9c95fff",
"name": "Mordenkainen's Faithful Hound",
"level": 4,
"school": "Conjuration",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "xgte",
"classes": ["Artificer", "Wizard"],
"range": "30 feet",
"duration": "8 hours",
"components": ["V", "S", "M"],
"desc": ["You conjure a phantom watchdog in an unoccupied space
that you can see within range, where it remains for the duration, until you dismiss
it as an action, or until you move more than 100 feet away from it.\n\nThe hound is
invisible to all creatures except you and can’t be harmed. When a Small or larger
creature comes within 30 feet of it without first speaking the password that you
specify when you cast this spell, the hound starts barking loudly. The hound sees
invisible creatures and can see into the Ethereal Plane. It ignores illusions.\n\
nAt the start of each of your turns, the hound attempts to bite one creature within
5 feet of it that is hostile to you. The hound’s attack bonus is equal to your
spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8
piercing damage."]
},

{
"index": "dfg-3-d-sefd3d45sgfw3r-r",
"name": "Leomund's Secret Chest",
"level": 4,
"school": "Conjuration",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "xgte",
"classes": ["Artificer", "Wizard"],
"range": "Touch",
"duration": "Instantaneous",
"components": ["V", "S", "M"],
"desc": ["You hide a chest, and all its contents, on the Ethereal
Plane. You must touch the chest and the miniature replica that serves as a material
component for the spell. The chest can contain up to 12 cubic feet of nonliving
material (3 feet by 2 feet by 2 feet).\n\nWhile the chest remains on the Ethereal
Plane, you can use an action and touch the replica to recall the chest. It appears
in an unoccupied space on the ground within 5 feet of you. You can send the chest
back to the Ethereal Plane by using an action and touching both the chest and the
replica.\n\nAfter 60 days, there is a cumulative 5 percent chance per day that the
spell’s effect ends. This effect ends if you cast this spell again, if the smaller
replica chest is destroyed, or if you choose to end the spell as an action. If the
spell ends and the larger chest is on the Ethereal Plane, it is irretrievably
lost."]
},

{
"index": "0ee878e7-5efa-4a39-a6b8-b1ff5c9c95fff",
"name": "Skill Empowerment",
"level": 5,
"school": "Transmutation",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "yes",
"source": "xgte",
"classes": ["Bard", "Sorcerer", "Wizard"],
"range": "Touch",
"duration": "Concentration, up to 1 hour",
"components": ["V", "S"],
"desc": ["Your magic deepens a creature’s understanding of its own
talent. You touch one willing creature and give it expertise in one skill of your
choice;until the spell ends, the creature doubles its proficiency bonus for ability
checks it makes that use the chosen skill.\nYou must choose a skill in which the
target is proficient and that isn’t already benefiting from an effect, such as
Expertise, that doubles itsproficiency bonus.\n"],
"higher_level": [null]
},{
"index": "83d02159-5086-4174-a271-4603dca717c5f",
"name": "Transmute Rock",
"level": 5,
"school": "Transmutation",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "ee",
"classes": ["Druid", "Wizard"],
"range": "120 feet",
"duration": "Instantaneous",
"components": ["V", "S", "M"],
"material": "clay and water",
"desc": "You choose an area of stone or mud that you can see that
fits within a 40-foot cube and is within range, and choose one of the
followingeffects.\nTransmute Rock to Mud. Nonmagical rock of any sort in the area
becomes an equal volume of thick, flowing mud that remains for the
spell’sduration.\nThe ground in the spell’s area becomes muddy enough that
creatures can sink into it. Each foot that a creature moves through the mud costs4
feet of movement, and any creature on the ground when you cast the spell must make
a Strength saving throw. A creature must also makethe saving throw when it moves
into the area for the first time on a turn or ends its turn there. On a failed
save, a creature sinks into the mudand is restrained, though it can use an action
to end the restrained condition on itself by pulling itself free of the mud.\nIf
you cast the spell on a ceiling, the mud falls. Any creature under the mud when it
falls must make a Dexterity saving throw. A creature takes4d8 bludgeoning damage on
a failed save, or half as much damage on a successful one.\nTransmute Mud to Rock.
Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into
soft stone for the spell’sduration. Any creature in the mud when it transforms must
make a Dexterity saving throw. On a successful save, a creature is shunted safelyto
the surface in an unoccupied space. On a failed save, a creature becomes restrained
by the rock. A restrained creature, or another creaturewithin reach, can use an
action to try to break the rock by succeeding on a DC 20 Strength check or by
dealing damage to it. The rock has AC15 and 25 hit points, and it is immune to
poison and psychic damage.\n"
},{
"index": "b59ec054-816a-4ec6-b17f-499c0ccad349f",
"name": "Elemental Bane",
"level": 4,
"school": "Transmutation",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "yes",
"source": "ee",
"classes": ["Druid", "Warlock", "Wizard"],
"range": "90 feet",
"duration": "Concentration, up to 1 minute",
"components": ["V", "S"],
"desc": "Choose one creature you can see within range, and choose
one of the following damage types: acid, cold, fire, lightning, or thunder.\nThe
target must succeed on a Constitution saving throw or be affected by the spell for
its duration. The first time each turn the affected targettakes damage of the
chosen type, the target takes an extra 2d6 damage of that type. Moreover, the
target loses any resistance to thatdamage type until the spell ends.\n",
"higher_level": "When you cast this spell using a spell slot of 5th
level or higher, you can target one additional creature for each slot level above
4th. Thecreatures must be within 30 feet of each other when you target them."
},{
"index": "fe92d6c0-40c0-45d1-b3c1-656eee3190eef",
"name": "Elemental Weapon",
"level": 3,
"school": "Transmutation",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "yes",
"source": "phb",
"classes": ["Paladin"],
"range": "Touch",
"duration": "Concentration, up to 1 hour",
"components": ["V", "S"],
"desc": "A nonmagical weapon you touch becomes a magic weapon.\
nChoose one of the following damage types: acid, cold, fire, lightning, or thunder.
For the duration, the weapon has a +1 bonus to attack rollsand deals an extra 1d4
damage of the chosen type when it hits.\n",
"higher_level": "When you cast this spell using a spell slot of 5th
or 6th level, the bonus to attack rolls increases to +2 and the extra damage
increases to 2d4.When you use a spell slot of 7th level or higher, the bonus
increases to +3 and the extra damage increases to 3d4."
},{
"index": "f50bf4b2-57fd-469b-b997-86665c904f3cf",
"name": "Catnap",
"level": 3,
"school": "Enchantment",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "xgte",
"classes": ["Bard", "Sorcerer", "Wizard"],
"range": "30 feet",
"duration": "10 minutes",
"components": ["S", "M"],
"material": "a pinch of sand",
"desc": ["You make a calming gesture, and up to three willing
creatures of your choice that you can see within range fall unconscious for the
spell’sduration. The spell ends on a target early if it takes damage or someone
uses an action to shake or slap it awake. If a target remainsunconscious for the
full duration, that target gains the benefit of a short rest, and it can’t be
affected by this spell again until it finishes a longrest.\n"],
"higher_level": ["When you cast this spell using a spell slot of
4th level or higher, you can target one additional willing creature for each slot
level above 3rd."]
}, {
"index": "d07a9c3b-e99c-4d88-a35b-65f275b66405f",
"name": "Skywrite",
"level": 2,
"school": "Transmutation",
"casting_time": "1 Action",
"ritual": "yes",
"concentration": "yes",
"source": "ee",
"classes": ["Bard", "Druid", "Wizard"],
"range": "Sight",
"duration": "Concentration, up to 1 hour",
"components": ["V", "S"],
"desc": "You cause up to ten words to form in a part of the sky you
can see. The words appear to be made of cloud and remain in place for the
spell’sduration. The words dissipate when the spell ends. A strong wind can
disperse the clouds and end the spell early.\n"
},{
"index": "779300df-aaba-42f2-975a-fe1cd277a5fdf",
"name": "Pyrotechnics",
"level": 2,
"school": "Transmutation",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "ee",
"classes": ["Bard", "Sorcerer", "Wizard"],
"range": "60 feet",
"duration": "Instantaneous",
"components": ["V", "S"],
"desc": "Choose an area of nonmagical flame that you can see and
that fits within a 5-foot cube within range. You can extinguish the fire in that
area, and you create either fireworks or smoke when you do so.\nFireworks. The
target explodes with a dazzling display of colors. Each creature within 10 feet of
the target must succeed on a Constitutionsaving throw or become blinded until the
end of your next turn.\nSmoke. Thick black smoke spreads out from the target in a
20-foot radius, moving around corners. The area of the smoke is heavily obscured.\
nThe smoke persists for 1 minute or until a strong wind disperses it.\n"
},{
"index": "81fcab72-a9a0-4b2f-b426-be23a8540917f",
"name": "Snare",
"level": 1,
"school": "Abjuration",
"casting_time": "1 Minute",
"ritual": "no",
"concentration": "no",
"source": "xgte",
"classes": ["Druid", "Ranger", "Wizard"],
"range": "Touch",
"duration": "8 hours",
"components": ["S", "M"],
"material": "25 feet of rope, which the spell consumes",
"desc": "As you cast this spell, you use the rope to create a
circle with a 5-foot radius on the ground or the floor. When you finish casting,
the ropedisappears and the circle becomes a magic trap.\nThis trap is nearly
invisible, requiring a successful Intelligence (Investigation) check against your
spell save DC to be discerned.\nThe trap triggers when a Small, Medium, or Large
creature moves onto the ground or the floor in the spell’s radius. That creature
mustsucceed on a Dexterity saving throw or be magically hoisted into the air,
leaving it hanging upside down 3 feet above the ground or the floor.\nThe creature
is restrained there until the spell ends.\nA restrained creature can make a
Dexterity saving throw at the end of each of its turns, ending the effect on itself
on a success. Alternatively,the creature or someone else who can reach it can use
an action to make an Intelligence (Arcana) check against your spell save DC. On
asuccess, the restrained effect ends.\nAfter the trap is triggered, the spell ends
when no creature is restrained by it.\n"
},{
"index": "d825c1b4-0922-4b18-8fb5-e7f8d4f9958ff",
"name": "Catapult",
"level": 1,
"school": "Transmutation",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "ee",
"classes": ["Sorcerer", "Wizard"],
"range": "150 feet",
"duration": "Instantaneous",
"components": ["S"],
"desc": "Choose one object weighing 1 to 5 pounds within range that
isn’t being worn or carried. The object flies in a straight line up to 90 feet in
adirection you choose before falling to the ground, stopping early if it impacts
against a solid surface. If the object would strike a creature, thatcreature must
make a Dexterity saving throw. On a failed save, the object strikes the target and
stops moving. In either case, both the objectand the creature or solid surface take
3d8 bludgeoning damage.\nAt Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the maximum weight of objects that you can target with
thisspell increases by 5 pounds, and the damage increases by 1d8, for each slot
level above 1st.\n"
},{
"index": "da8019f3-5ccb-4cc9-aa39-357d241cd435f",
"name": "Absorb Elements",
"level": 1,
"school": "Abjuration",
"casting_time": "Special",
"ritual": "no",
"concentration": "no",
"source": "ee",
"classes": ["Druid", "Ranger", "Sorcerer", "Wizard"],
"range": "Self",
"duration": "1 round",
"components": ["S"],
"desc": "1 Reaction, which you take when you take acid, cold, fire,
lightning, or thunder damageThe spell captures some of the incoming energy,
lessening its effect on you and storing it for your next melee attack. You have
resistance tothe triggering damage type until the start of your next turn. Also,
the first time you hit with a melee attack on your next turn, the target takesan
extra 1d6 damage of the triggering type, and the spell ends.\n",
"higher_level": "When you cast this spell using a spell slot of 2nd
level or higher, the extra damage increases by 1d6 for each slot level above 1st."
},{
"index": "875c6f42-4eb9-43ab-872f-652a0b84b14ef",
"name": "Thunderclap",
"level": 0,
"school": "Evocation",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "ee",
"classes": ["Bard", "Druid", "Sorcerer", "Warlock", "Wizard"],
"range": "5 feet",
"duration": "Instantaneous",
"components": ["S"],
"desc": "You create a burst of thunderous sound, which can be heard
100 feet away.\nEach creature other than you within 5 feet of you must make a
Constitution saving throw. On a failed save, the creature takes 1d6 thunderdamage.\
nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6).\n"
}, {
"index": "201e4015-2577-40c0-9afa-b67d83d0d4bff",
"name": "Thorn Whip",
"level": 0,
"school": "Transmutation",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "phb",
"classes": ["Druid"],
"range": "30 feet",
"duration": "Instantaneous",
"components": ["V", "S", "M"],
"material": "the stem of a plant with thorns",
"desc": ["You create a long, vine-like whip covered in thorns that
lashes out at your command toward a creature in range. Make a melee spell
attackagainst the target. If the attack hits, the creature takes 1d6 piercing
damage, and if the creature is Large or smaller, you pull the creature upto 10 feet
closer to you.\n"],
"higher_level": ["This spell’s damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)."]
},{
"index": "e563a653-053f-4188-a30a-489e32c8666ef",
"name": "Frostbite",
"level": 0,
"school": "Evocation",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "ee",
"classes": ["Druid", "Sorcerer", "Warlock", "Wizard"],
"range": "60 feet",
"duration": "Instantaneous",
"components": ["V", "S"],
"desc": "You cause numbing frost to form on one creature that you
can see within range. The target must make a Constitution saving throw. On afailed
save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon
attack roll it makes before the end of its next turn.\nThe spell’s damage increases
by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).\n"
},{
"index": "21d913b5-f28b-4ece-aee8-32a08072ea2ff",
"name": "Create Bonfire",
"level": 0,
"school": "Conjuration",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "yes",
"source": "ee",
"classes": ["Druid", "Sorcerer", "Warlock", "Wizard"],
"range": "60 feet",
"duration": "Concentration, up to 1 minute",
"components": ["V", "S"],
"desc": "You create a bonfire on ground that you can see within
range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in
thebonfire’s space when you cast the spell must succeed on a Dexterity saving throw
or take 1d8 fire damage. A creature must also make thesaving throw when it moves
into the bonfire’s space for the first time on a turn or ends its turn there.\nThe
bonfire ignites flammable objects in its area that aren’t being worn or carried.\
nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).\n"
},
{
"index": "2a3d6985-d6f5-4655-8289-ae85eec03264f",
"name": "Aura of Purity",
"level": 4,
"school": "Abjuration",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "yes",
"source": "phb",
"classes": ["Paladin"],
"range": "Self (30-foot radius)",
"duration": "Concentration, up to 10 minutes",
"components": ["V"],
"desc": "Purifying energy radiates from you in an aura with a 30-
foot radius.\nUntil the spell ends, the aura moves with you, centered on you. Each
nonhostile creature in the aura (including you) can’t become diseased,has
resistance to poison damage, and has advantage on saving throws against effects
that cause any of the following conditions: blnded,charmed, deafended, frightened,
paralyzed, poisoned, and stunned.\n"
},
{
"index": "86343466-df15-4d5e-b2f4-9a3c329ca42af",
"name": "Banishing Smite",
"level": 5,
"school": "Abjuration",
"casting_time": "1 Bonus Action",
"ritual": "no",
"concentration": "yes",
"source": "phb",
"classes": ["Paladin"],
"range": "Self",
"duration": "Concentration, up to 1 minute",
"components": ["V"],
"desc": "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
extra5d10 force damage to the target. Additionally, if this attack reduces the
target to 50 hit points of fewer, you banish it. If the target is native toa
different plane of existence than the on you’re on, the target disappears,
returning to its home plane. If the target is native to the planeyou’re on, the
creature vanishes into a harmless demiplane. While there, the target is
incapacitated. It remains there until the spell ends, atwhich point the target
reappears in the space it left or in the nearest unoccupied space if that space is
occupied.\n"
},
{
"index": "1ab23f75-92c7-42a0-84d9-395028175dfdf",
"name": "Armor of Agathys",
"level": 1,
"school": "Abjuration",
"casting_time": "1 Action",
"ritual": "no",
"concentration": "no",
"source": "phb",
"classes": ["Warlock"],
"range": "Self",
"duration": "1 hour",
"components": ["V", "S", "M"],
"material": "a cup of water",
"desc": "A protective magical force surrounds you, manifesting as a
spectral frost that covers you and your gear.\nYou gain 5 temporary hit points for
the duration. If a creature hits you with a melee attack while you have these hit
points, the creature takes5 cold damage.\n",
"higher_level": "When you cast this spell using a spell slot of 2nd
level or higher, both the temporary hit points and the cold damage increase by 5
for each slot"
}
]
}
}

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