- Bag of Holding
- Cap of Water breathing
- Driftglobe
- Goggles of Night
- Sending stones
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+0 Strength: 10 | +2 Dexterity: 15 | +1 Constitution: 12 Save-Prof | +3 Intelligence: 17 Save-Prof Adv-Vs.Magic | +1 Wisdom: 12 Adv-Vs.Magic | -1 Charisma: 8 Adv-Vs.Magic |
□ Athletics | □ Acrobatics ■ Sleight of Hand □ Stealth | ■ Arcana ■ History ■ InvestigationTP □ Nature □ Religion | □ Animal Handling □ Insight □ Medicine □ Perception □ Survival | □ Deception □ Intimidation □ Performance □ Persuasion |
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■ Lang:Common, ■ Lang:Vedalken, ■ Lang:+1, ■ Lang:Draconic, ■ Skill:+1 ■ *Tool:Thieves', ■ *Tool:+Smith's, ■ *Tool:+1, ■ *Tool:+1, ■ Tool:+R, ■ Tool:+1 Artisan's |
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HP: 33/33 3+5*(5+1) | Proficiency Bonus: +3 |
SaveDC: 15 8+(Prof)+(INT) | Cantrips | 1st 3/LR |
Known | Mending | 4+ Detect Magic(R) Identify(R) |
Magic Item Analysis (Class) Starting at 1st level, you know the artificer spells Detect Magic and Identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature.
Tool Expertise (Class) Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.
Wondrous Invention (Class) At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.
You get another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. 2nd level 5th level 10th level 15th level 2nd level Spellcasting (Class) You gain the ability to cast spells at 3rd level.
Infuse Magic (Class) Starting at 4th level, when you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.
Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. Ability Score Improvement (Class) When you reach 4th, 8th, 12th, 16th, and 18th 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.
Superior Attunement (Class) At 5th level, you can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.
Thunder Cannon (Class) At 1st level, you forge a Thunder Cannon. It is a ferocious weapon that fires leaden bullets.
You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range is 500 feet. Once fired, it must be reloaded as a bonus action. If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. Arcane magazine (Class) At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.
Thunder Monger (Class) At 3rd level, as an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.
This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6). |
Vedalken Dispassion(Racial) You have advantage on all Intelligence, Wisdom, and Charisma saving throws
Tireless Precision(Racial) You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4, and add the number rolled to the check's total.
Partially Amphibious(Racial) You can breathe underwater for up to 1 hour per long rest.
Urban Infrastructure(Background) The popular conception of the Izzet League is based
on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture- primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders. You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions.
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