Galdera : Artificer Subclasses

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Artificer

Charm Weaver

Charm Weavers wield string and yarn like no other, creating or enhancing articles of clothing with flashes of creativity. Gaining their names for the hidden gadgets and magic within their attires, these stylists always have a trick up their sleeve, and even those worns by their allies!

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Weaver's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Charm Weaver Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Charm Weaver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd Absorb Elements, Disguise Self
5th Blur, Wrist Pocket
9th Fly, Slow
13th Freedom of Movement, Greater Invisibility
17th Mislead, Seeming

Jack of all Strings

At 3rd level, you can use your Weaver’s Tools to mimic the capabilities of a grappling hook, fishing tackle, 50 feet of silk rope, and a block and tackle.

Charming Garments

Also at 3rd level, you can empower your allies by enhancing their clothing. While you have your Weaver's tools in one hand, you can spend an action to target a willing creature you can see within 30 feet of you. For the next minute, the creature gains two of the following benefits (your choice):

  • Communed Infusion. Choose one infusion you have that you are wearing and that isn't Replicate Magic Item. This creature also gains the benefits of this infusion for the duration.
  • Glamorous Fabric. Choose Charisma or Dexterity. Each time the creature makes a check using that ability, they gain a bonus equal to half your Intelligence modifier (minimum of +1).
  • String of Fate. You can cast artificer spells as if you were in their space.

You or your target can choose the appearance of this garment, and if the entirety of their clothing changes design as well. Either choice has no mechanical impact.

You can create a number of garments equal to your proficiency bonus, regaining all expended uses upon finishing a long rest.

Furious Handiwork

Starting at 5th level, you have become especially deadly against those that damage your garments. Each time a creature damages someone wearing your garments, the next spell you cast towards them deals extra damage equal to your Intelligence modifier (minimum of +1).

Magic within the Fabric

At 9th level, your garments are showstoppers. When using your Charming Garments feature, you can add one of the following:

  • You can have the garment last for an hour.
  • The creature gains all three benefits.

Once you have used this feature, you can't do so again until you finish a long rest, or expend a spell slot of 1st level or higher.

Reinforced Cloth

At 15th level, you have become an expert at weaving fantastical clothings.

  • Communed Infusion. You can pick two infusions, rather than one, to share with the target.
  • Glamorous Fabric. The target has advantage against being grappled and charmed.
  • Strings of Fate. The first time you cast a spell through the target's space, the spell slot is not expended.

Demolitionist

While many see artificers as symbols of progress and ingenuity, they could not be any more wrong for when it comes to Demolitionists. Experts in explosives and destruction, they are often seen with disgust by other artificers. Yet when a construct begins to rampage within a city, these artificers are the perfect tools for the job. Just hope they don't destroy the city in this conflict!

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Mason’s Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Demolitionist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Demolitionist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd Catapult, Thunderwave
5th Blindness/Deafness, Shatter
9th Erupting Earth, Melf’s Minute Meteors
13th Death Ward, Otiluke’s Resilient Sphere
17th Destructive Wave, Passwall

Expert Vandal

When you reach 3rd level, your training with various explosives has granted you the following benefits:

  • You deal double damage to objects and structures.
  • Whenever you are forced to make a saving throw due to one of your spells or features, you have advantage on that save.

Arcane Bomb

At 3rd level you learn how to make magical explosives called arcane bombs. Whenever you finish a long rest, you can create an amount of these Tiny explosives equal to your level in this class. These bombs weigh 1 pound and have a throwing range of 60 feet. You can throw one as a bonus action if you spend your action casting a spell or throwing one of them.

Any arcane bombs you have left once you finish your next long rest crumbles into dust. You can expend spell slots to create more bombs, creating 1 bomb per spell level as an action.

When you make these arcane bombs, you choose their appearance and one of the following damage types: Acid, Bludgeoning, Cold, Fire, Lightning, or Piercing. Your bombs deal that damage upon detonation.

Additionally, you choose what type of bomb you make, choosing from the options on the Arcane Bomb table.

Arcane Bomb Effect
Proximity This bomb explodes upon close contact. You throw this bomb at a space within range. The next time a creature enters or leaves this space or one within 5 feet of it, this bomb explodes. Each creature within a 10-foot-radius of it must make a Dexterity saving throw against your spell save DC, taking 3d6 damage on a failed save or half as much damage on a successful one. A creature can spend its action to make an Intelligence (Investigation) check against your spell save DC in order to spot it.
Standard You throw this bomb at a space within range, exploding on arrival. Each creature within a 5-foot-radius of it must make a Dexterity saving throw against your spell save DC, taking 2d6 damage on a failed save or half as much damage on a successful one.
Sticky Make a ranged spell attack at one creature or object within range. On a hit, this bomb attaches itself to the target, and detonates at the start the targets turn or the end of yours (your choice). Upon detonation, the target takes 2d6 damage.
Timer As a bonus action, you prime this bomb to go off on your command. At any time until you finish your next long rest, you can spend another bonus action to detonate it and any other primed bombs, so long as you are all on the same plane of existence. Upon detonation, each creature within a 10-foot-radius of one must make a Dexterity saving throw against your spell save DC, taking 3d6 damage on a failed save or half as much damage on a successful one. A creature in the area of more than one detonation is affected only twice. A creature can spend its action to make an Intelligence (Investigation) check against your spell save DC in order to spot it.

These explosives, when removed from your person, have an AC of 16, and a number of hit points equal to your level in this class. They are immune to poison damage, psychic damage, and all conditions. If an explosive is brought to 0 hit points, it detonates. An explosive damages all objects in its area that aren't being worn or carried.

Your arcane bombs become progressively stronger as you delve into this class. Their damage rolls increase by 1d6 at 5th, 9th, and 15th level. Increase their radius (if any) by 5 feet at 9th level.

Explosive Resupply

At 5th level, you can craft your bombs within a shorter timeframe. Whenever you finish a short rest, you can regain a number of arcane bombs equal to your Intelligence modifier.

Bane of Constructs

At 9th level, you are a nightmare to sentient objects. Constructs do not gain the benefits of their Magic Resistance (if any) when affected by your spells or magical effects. Instead, constructs have disadvantage on saving throws provoked by you.

Additionally, you can craft bombs that deal thunder, radiant, or force damage. Any friendly creatures affected by your arcane bombs have advantage on their saving throws against it, taking no damage on a success and half as much on a failure.

Magic Jamming Device

At 15th level, you have created a bomb that can destroy magic itself. Once per long rest, you can create a Magic Jamming Device (MJD). As a bonus action, you can throw it towards a point within 120 feet of you, detonating on arrival in a 30-feet cylinder and causing the following effects.

  • Any spells or magical effects within range are dispelled if it is of a level equal or lower than your highest spell level.
  • Any magical item, except artifacts, within range are suppressed until the end of your next turn.
  • Creatures of your choice within range must make a Charisma saving throw against your spell save DC. On failed save, they take 5d10 force damage and are incapable of casting spells or producing magical effects until the end of your next turn. If such a creature was concentrating on a spell, that spell immediately ends.

Once you have used your MJD, you cannot create another until you finish a long rest.

Flesh-Artisan

Flesh-Artisans are those who wish to create progress through flesh, or bring artificial sentience to corpses without corrupting them with necrotic energy. Adept in reviving the dead, these artificers use the corpses of humanoid creatures as their test subjects, creating their masterpieces known as Chimeras. Through this reanimated corpse, these artificers can further upgrade and improve their creation by implanting organs from other creatures or pieces of magical technology. Once complete, these hybrids of flesh and technology serve their master forevermore, recreated and reshaped whenever destruction comes upon them.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Leatherworker's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Flesh-Artisan Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Flesh-Artisan Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd Detect Evil and Good, False Life
5th Gentle Repose, Locate Object
9th Animate Dead, Revivify
13th Locate Creature, Polymorph
17th Danse Macabre, Raise Dead

Chimera Creator

At 3rd level, your craft has allowed you to create a being of flesh and metal; a chimera. It is friendly to you and your companions, and it obeys your commands. See its game statistics in the Chimera stat block, which uses your proficiency bonus (PB) in several places. You determine its appearance and whether it has two legs or four; these choices have no effect on its game statistics.

In combat, the chimera shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Chimera can take any action of its choice, not just Dodge.

If the Mending spell is cast on it, it regains 2d8 hit points. If it has died within the last minute, you can use your leatherworker's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The chimera returns to life after 1 minute with all its hit points restored.

At the end of a short or long rest, you can create a new chimera if you have leatherworker's tools and a Medium or Small humanoid corpse with you. You cannot create a new chimera if you already have one alive. The chimera also dies if you die.


Chimera

Small or Medium construct or undead (your choice)


  • Armor Class 14 + half your PB (natural armor)
  • Hit Points 5 + 5 times your artificer level (the chimera has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 3 (-4) 10 (+0) 5 (-3)

  • Saving Throws Con +3 plus PB, Wisdom +0 plus PB
  • Skills Athletics +2 plus PB, Intimidation plus PB
  • Damage Immunities poisoned
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10 + PB
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB bludgeoning damage.


Reactions

Protect Creator. Whenever you would take damage and be within 5 feet of your chimera, it takes the damage instead.

Chimeric Enhancements

Also at 3rd level, you can implant various technological and fleshy enhancements into your chimera. You learn three enhancements of your choice, with these enhancements detailed at the end of the subclass description. Each time you gain a spell level or ASI in this class, you can replace one enhancement you know with a different one from this feature. When you reach certain levels in this class, you learn additional enhancements, as shown in the Enhancements Known table.

Artificer Level Number of Enhancements
3rd 3
5th 4
9th 5
15th 6

Empowered Attack

Starting at 5th level, your chimera can attack twice, rather than once, when it takes the Attack action. Additionally, your chimera's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Resilient Creator

At 9th level, you can modify yourself to share an enhancement your Chimera possesses. When you create a Chimera, choose one of the enhancements your Chimera has that is of a level lower than half your artificer level (rounded up). You gain this enhancement as well, and can swap it with another enhancement whenever you create your Chimera again. You lose this enhancement if you replace it with another.

Additionally, you can recreate your Chimera as an action whenever it is destroyed. Once you do so, you cannot recreate your Chimera in this way again until you finish a long rest.

Abominable Duo

By 15th level, you have provided a match for your chimera. At the end of a long rest, you can create two chimeras instead of one. These two chimeras share the same enhancements, but you choose if they appear identical or different to one another. You can command both of them with the same bonus action, but the first to die can only be revived at the end of your next long rest. While one chimera is dead, the other chimera has advantage on all its attack rolls.

Chimera Enhancements

Bull Horns

Your chimera gains wicked horns. It deals 1d6 piercing damage on a hit. If your chimera moves at least 20 feet straight towards a target and then hits it with this attack, this attack deals 2d6 piercing damage instead.

Carapace

Your chimera gains a +1 bonus to its AC.

Self-Repairing Flesh

As an action, your chimera can restore 2d6 + PB hit points to itself. It can do so a number of times equal to your proficiency bonus, and regains all uses at the end of a long rest.

Goat Hooves

Your chimera gains a climbing speed equal to its walking speed, of which it can do so with its hands free.

Many-Eyed

Your chimera cannot be surprised, and whenever it makes a Wisdom (Perception) or Intelligence (Investigation) checks made through sight, it treats a roll of 9 or lower as a 10.

Raptor Claws

Your chimera has wicked claws for hands. It deals 1d6 + PB slashing damage on a hit. Once on each of its turns when it attack with its claw using the Attack action, it can make one additional claw attack as part of the same action.

Semblance of Life

Your Chimera appears as a simple servant, rather than what it really is. Your chimera is under the constant effect of Disguise Self, and you can change the appearance of its disguise as an action.

Tentacle

Your chimera has a tentacle for a limb. It deals 1d6 + PB bludgeoning damage on a hit. Whenever it hits a creature with this, it can attempt a grapple check immediately after damage is dealt.

Webbed Limbs

Your chimera gains a swimming speed equal to its walking speed.

Arachnid Bottom (5th level or higher)

Your chimera's walking speed increases by 10 feet. Its long jump and high jump are equal to its walking speed, with or without a running start.

Eel Maw (5th level or higher)

Your chimera has a secondary jaw that can shoot out. It deals 1d6 + PB piercing damage on a hit. Once on each of its turns when it takes the Attack action, its bite attack has a reach of 15 feet.

Implanted Saddle (5th level or higher)

You can mount your Chimera, even if it shares the same size as you. While you are mounted, your chimera's speed increases by 20 feet.

Infant Limbs (5th level or higher)

Your chimera gains extra limbs around its abdomen. It has advantage on Strength checks made to grapple and maintain a grapple.

Bulette Plating (9th level or higher)

Your Chimera gains a +1 bonus to its AC and saving throws.

Web (9th level or higher)

Your Chimera can cast the Web spell a number of times equal to half your proficiency bonus (rounded up). It uses your spell save DC for it.

Cannon Arm (9th level or higher)

Your chimera gains a ranged attack with a range of 100 feet that use your spell attack modifier. On a hit, it deals 1d12 + PB force damage .

Aberrant Size (9th level or higher)

As an action, you can change your chimera's size. You can change its size to Tiny, Small, Medium, or Large. It has advantage on Dexterity checks and Dexterity saving throws while Tiny, and has advantage on Strength checks and Strength saving throws while Large.

Celestial Core (9th level or higher)

Your Chimera's attacks now deal radiant damage.

Dragon Breath (9th level or higher)

Your Chimera can cast the Dragon's Breath spell a number of times equal to half your proficiency bonus (rounded up). It uses your spell save DC for it, and casts the spell with a range of self. You choose what damage type the spell deals.

Dual Type (9th level or higher)

Whenever your chimera would suffer from an effect that targets its monster type, its instead treated as its other possible type. For example, it is now treated as a construct for the purpose of the Turn Undead feature while you have it summoned as an undead creature.

Fiendish Core (9th level or higher)

Creatures that start their turn within 5 feet of your Chimera, or move within 5 feet of it for the first time on their turn, take an amount of fire damage equal to your Intelligence modifier.

Spellcasting Vessel (9th level or higher)

Whenever your Chimera is within a number of feet to you equal to your proficiency bonus times ten, you can cast spells as if you were in its space.

Resilient Corpse (9th level or higher)

Your chimera gains resistance to lightning and necrotic damage.

Winged Back (9th level or higher)

Your chimera gains a flying speed equal to its walking speed. It falls if it ends its turn in the air and nothing else is holding it aloft, moving 2 feet horizontally for each foot it descends.

All Terrain (15th level or higher)

Your Chimera gains a climbing, swimming, and flying speed equal to their walking speed.

Lightning Absorbent (15th level or higher)

Whenever your Chimera is subjected to lightning damage, it takes no damage and instead regains a number of Hit Points equal to half the lightning damage dealt.

Oni Arms (15th level or higher)

Your chimera's Strength score is 19 while it has this enhancement, and it counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Tarrasque Plate (15th level or higher)

Your chimera gains a +2 bonus to its AC and saving throws.

Troll Blood (15th level or higher)

At the start of each of its turns, your Chimera regains an amount of hp equal to your proficiency bonus if it has no more than half of its hit points left. If it takes acid or fire damage, this enhancement doesn't function at the start of its next turn. The Chimera dies only if it starts its turn with 0 hit points and can't regain hit points.

Wizard Brain (15th level or higher)

Your chimera's Intelligence score is 19 while it has this enhancement, and gains the ability to speak any languages you know. Additionally, it learns one wizard cantrip of your choice. Your chimera learns that cantrip, and uses its Intelligence score for the cantrips spell attack or spell save DC (if any).

Mighty Jeweler

While many see the work of a jeweler is nothing more than precision and monotony, a Mighty Jeweler pushes this passion into the art of warfare. These artificers have found a hidden beauty within gems, bending gravity and force into it. Weapons bound to these gemstones become weightless to the artificer and their chosen few, all while allowing these weapons to grow to massive sizes without a worry of their weight.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with jeweler’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Crafting nonmagical jewelry takes you half as much time and gold.

Mighty Jeweler Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mighty Jeweler Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd Searing Smite, Thunderous Smite
5th Branding Smite, Knock
9th Blinding Smite, Erupting Earth
13th Gravity Sinkhole, Staggering Smite
17th Banishing Smite, Steel Wind Strike

Jewel Of Might

Upon taking this specialty at 3rd level, you have learned to create magical gemstones that can enhance and enlarge weapons. You have two such gems, gaining an additional one at 9th (3) and 15th (4) level.

During a short or long rest, you can detach and attach one of these gems onto any weapon on your person. A weapon can only have up to one gem. The penalty of wielding a Heavy weapon due to being Small or smaller is suppressed while a gem is attached to it. A weapon is treated as magical while a gem is attached.

As a bonus action, you can activate one or multiple of your gems, increasing the weapon's size and giving it the following benefits:

  • The weapon gains the Heavy property. If it already had the Heavy property, medium and smaller creatures bar you have disadvantage on attack rolls with this weapon.
  • A melee weapon's reach increases by 5 feet, while a ranged weapon's range increase by half its long range (minimum an increase to 30/60).
  • The weapon's damage dice increase to 1d8, unless it already has a higher damage dice (1d10, 1d12, or 2d6).
  • The first attack this weapon hits each turn deals double its damage dice.
  • You gain proficiency in this weapon if you didn't already.

This activation lasts for 1 minute. Once a gem has been used in this way, it can't do so again until you finish a short or long rest. You can expend a spell slot of 1st level or higher to regain a use of a gem.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

A Focus for Power

At 9th level, you've further awakened the potential within your gemstones.

  • Your gems increases their weapons damage dice to 1d10, and only large or larger creatures bar you can use it as a weapon.
  • When attaching a gem to a weapon, you can choose one other creature you can see within 30 feet of you. They can activate your Gemstone of Power feature while wielding this weapon and gain its benefits.
  • Your gems provides theirs weapons a specific Power Move, which it can perform once per activation. The list is displayed at the end of this subclass.

Empyrean Diamond

Upon reaching 15th level, your gemstones provides you the power of titans.

  • Your gem-weapon instead deals triple its damage dice, rather than double.
  • A melee weapon's reach increases by another 5 feet, while a ranged weapon's range is now double their normal range (minimum of 40/80).
  • Upon hitting a Large or smaller creature with your gem-weapon, you can instead deal half damage and cause them to fall prone. They remain prone until the activation ends, or until you attack with this weapon again.

Power Move

Ensnaring Titan

Flail, Whip

When you take the Attack action on your turn, you can replace one of the attacks and instead make a weapon attack at a creature within 15 feet of you. This attack ignores half and 3/4 cover.

On a hit, you can grapple the creature and pull them 10 feet towards you. While this creature is grappled in this way, you can't attack with this weapon, but you can instead use your attack to move the grappled creature 10 feet in a direction of your choice. You use your Intelligence modifier to maintain this grapple.

Piercing Momentum

Dagger, Rapier, Spear, Lance

When you take the Attack action on your turn, you can replace one of the attacks and instead choose a creature you can see within 20 feet of you that isn't behind cover. You immediately move towards them, ending once they are within this weapon's reach, at which point you can make one weapon attack against them.

Pole Vault

Glaive, Halberd, Pike, Quarterstaff, Trident

When you take the Attack action on your turn, you can replace one of the attacks and vault. You immediately jump up to 30 feet horizontally and 15 feet vertically towards an unoccupied space within range, landing safely.

Whirling Strike

Battleaxe, Greataxe, Greatsword, Longsword, Scimitar, Shortsword, Sickle.

Upon making all of your attacks on your turn with this weapon, your movement increases by 10 feet, and you gain a flying speed equal to your walking speed. You fall at the start of your next turn if you start in the air.

Vaulting Slam

Club, Greatclub, Mace, Maul, Morningstar, Warpick, Warhammer.

Upon hitting a creature with this weapon, you can jump up to 15 feet in a direction of your choice. If you then make another attack with this weapon, that creature must make a Strength saving throw or fall prone. The creature has advantage on this save if you miss.

Puncture Shot

Blowgun, Dart, Handaxe, Hand Crossbow, Heavy Crossbow, Light Crossbow, Light Hammer, Longbow, Javelin, Shortbow, Sling

Upon making a ranged attack with this weapon, you can also target any creatures in a line between your target, as well as 15 feet behind them in this line. You use the same attack roll for all these creatures, and each creature hit takes an amount of damage equal to half the amount dealt to the target.

Otherworldly Artist

Some artificers wish to immortalize themselves through their craft. To Otherworldly Artists, they instead wish to immortalize the world around them through their art. Capable of tying the essence of creatures and objects into their paintings, Otherworldly Artists can even conjure beings from otherwordly creatures through their canvases.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Painter's Supply. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Otherworldly Artist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Otherworldly Artist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd Colour Spray, Faerie Fire
5th Mirror Image, Rope Trick
9th Hypnotic Pattern, Major Image
13th Dimension Door, Hallucinatory Terrain
17th Passwall, Tree Stride

Magnificent Painting

Also at 3rd level, your paintings are connected to what they behold. Upon finishing a long rest, choose a number of willing creatures or objects, equal to your proficiency bonus, that you can see within 60 feet of you. You create a Tiny painting displaying each target if you have your Painter's Supply's on your person. While a painting is within 30 feet of you, you can spend a bonus action to expend it and perform one of the following;

  • You restore the target's hit points back to half the amount they had when the painting was made. This fails if the target is dead or destroyed.
  • If the target is within 60 feet of the painting, you teleport them into an unoccupied space within 5 feet of the painting's space.
  • You create an illusory duplicate of the target. It does not possess any magical properties or class features that the target had, has 1 hit point, and lasts for one hour or until brought to 0 hit points. The target must be Medium size or smaller to be targeted by this. If the target is a creature and is in combat, they can act their turn as if they were the duplicate, allowing an unconscious creature to act through the duplicate.

A painting shares the AC of its displayed creature or object, and has a number of hit points equal to your level in this class.

As an action, you can expend a spell slot of 1st level or higher to create a painting of a creature or object within 30 feet of you. Once a painting has been destroyed, you cannot use this feature on the same target until you finish a short or long rest.

You can only have an amount of paintings equal to your proficiency bonus exist at the same time.

Painted Companion

At 3rd level, your art can come and aid you. As an action, you can cast the Find Familiar spell, using your painter's supply's as its material (M) component. This familiar lasts for up to 1 hour, is treated as a construct, and can be in bright colors or seemingly made of paint; this appearance does not change its statistic.

You can cast this spell in this way a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest.

Master of Perception

Starting at 5th level, you can manipulate the perception around people, changing their size. When you cast a concentration spell on an individual creature, you can increase or decrease their size by one size category until the spell ends. If the creature is unwilling, you can only change their size if they fail a saving throw against the spell.

The first attack an enlarged creature makes on their turn deals extra damage, while a reduced creature has it deal less. This damage change is equal to your Intelligence modifier.

Summoning Art

At 9th level, you can manifest your work from its two-dimensional shell. When preparing spells, choose a spell with Conjure or Summon in the name, the spell being of a level you can cast. It counts as an artificer spell for you, and does not count against the number of artificer spells you can prepare. You can cast that spell once without expending a spell slot, and damage can't break your concentration on this spell.

You can swap this spell for another that follows these prerequisites each time you prepare spells.

Master Painter

At 15th level, you can bring the world to you through art. As part of a long rest, you can create a special third painting. This painting replicates the area around you up to a radius of 30 feet.

At any point, you can spend your action to expend this painting. Doing so causes you and any willing creatures within 30 feet of you to teleport to the place you made this painting in. If any creatures would already be in this place, teleported creatures are moved to the nearest unoccupied spaces.

Creating this painting while you already have one destroys the oldest one.

Pioneer Chef

A Pioneer Chef is an adept in the art of magical cooking, with their cooking contraptions also deadly effectively in combat. With their trusted battle kitchen, these artificers bring innovative flavour into the battlefield!

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency in Cook’s Utensils. If you already have this proficiency, you gain proficiency with one other type of artisan’s tool of your choice.

Pioneer Chef Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Pioneer Chef Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd Detect Poison and Disease, Goodberry
5th Aganazzar’s Scorcher, Alter Self
9th Create Food and Water, Leomund’s Tiny Hut
13th Locate Creature, Polymorph
17th Insect Plague, Seeming

Battle Kitchen

Beginning at 3rd level, you've gained the ability to create a food stand know as a battle kitchen. Using your cook’s utensils, you can take an action to magically create a Large battle kitchen in an unoccupied space on a horizontal surface within 5 feet of you. A battle kitchen occupies its space, and weighs between 4000 to 5000 pounds. Once you create a kitchen, you can't do so again until you finish a long rest, or until you expend a spell slot of 1st level or higher to create one. You can only have one kitchen at a time and can't create one while you already have one present.

The battle kitchen is a magical vehicle that you are proficient with. It has an AC of 11 + your Intelligence modifier, and a number of hit points equal to 7 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 of its ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d8 hit points. It disappears if it is reduced to 0 hit points or after 8 hours. You can dismiss it early as an action.

When you create the kitchen, you determine its appearance but it must have at least one door, an openable window, and a chimney. You also decide what battle mechanism it has, choosing from the options on the Defense Utensil table.

Defense Utensil Activation
Cooking Grease The kitchen pours grease in a adjacent 10-foot radius that you designate, making it difficult terrain until the end of your next turn. When the grease first appears, and until the start of your next turn, any creature who enters that area or starts its turn there must make a Dexterity saving throw against your spell save DC, falling prone on a failure.
Freezer The appliance releases freezing air in a adjacent 20-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, having their movement halved until the start of your next turn on a failed save. The frigid air conserves any expirable objects in the area that aren't worn or carried, allowing them to stay fresh for another day.
Meat Hook Make a ranged spell attack, originating from the kitchen, at one creature or object within 30 feet of it of size Huge or smaller. On a hit, the target is pulled up to 15 feet towards the kitchen. You fail to pull the target if it fastened to the ground.
Oven The kitchen expulses a jet of flames in a adjacent 30-foot line that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save or half as much on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Spatula The appliance ejects an enlarged spatula in a adjacent 10-foot square that you designate. Each Large or smaller creature in that area must make a Dexterity saving throw against your spell save DC, being thrown 10 feet up and falling prone on a failed save.

You can enter your kitchen through its door, which opens only at your command (no action required). While inside it you can magically control it, using your bonus action to make it activate its defense utensil. Your battle kitchen uses your walking speed to move while you are inside it and choose to remain within it. You and any creature within your kitchen have half cover against effects originating from outside it. While you are inside your kitchen and would be hit by an attack originating from outside, you can spend your reaction to have the attack hit your battle kitchen instead.

Magical Ambrosia

‪Starting a 5th level, you can transmute your spells into delicious snacks called ambrosias. Whenever you cast a spell and have your cook’s utensils in hand, you can choose to instead turn it into a Tiny sized meal, causing the spell to have no immediate effect upon casting it. A creature can use its action to consume the ambrosia, triggering the spell stored within it as if they cast the spell or are the target of the spell (your choice upon making the ambrosia). This spell is treated as one level higher than the spell slot you expended.

If the spell requires concentration, you can choose when making the ambrosia if you or the consumer concentrates on the spell when it is activated. Whoever concentrates adds half your Intelligence modifier (minimum of 1) to any Constitution saving throw made to maintain concentration on the spell.

‪You can transmute a total number of spells equal to your Intelligence bonus (minimum of 1) before requiring a long rest to do so again. You cannot transmute cantrips into ambrosias. These ambrosias become nonmagical after a long rest.‬

Delish Magic

Starting at 9th level, you can cast Create Food and Water without expending a spell slot while inside your battle kitchen. When you do so, creatures who consume the spells food gain a unique effect depending on your current active battle kitchen, detailed below. These unique effects last for an hour, and set in once a creature has spent an action consuming the spells products.

  • Cooking Pot. The consumer has advantage on ability checks and savings throws against being grappled, and can add your Intelligence modifier (minimum of 1) to a damage roll they make within the next hour.
  • Freezer. Spells and other magical effects cannot reduce the consumers movement, and they can add your Intelligence modifier (minimum of 1) to an attack roll they make within the next hour.
  • Meat Hook. The consumer has advantage on ability checks and saving throws against being unwillingly moved, and can add your Intelligence modifier (minimum of 1) to their Armor Class. This bonus ends early once the creature takes damage dealt after being hit through an attack roll.
  • Oven. The consumer has advantage on saving throws against being frightened, and can add your Intelligence modifier (minimum of 1) to a saving throw they make within the next hour.
  • Spatula. The consumer has advantage on ability checks and savings throws against falling prone, and can add your Intelligence modifier (minimum of 1) to one skill check of their choice that they make within the next hour.

After using this feature, you cannot use it again until you finish a long rest.

Additionally, your battle kitchen gains new features. Increase the range of your defense utensils by 10 feet, and increase their damage rolls (if any) by 1d6.

Bountiful Banquet

Starting at 15th level, your battle kitchen's interior is capable of holding a huge feast. During a long rest, you can create your battle kitchen without expending a spell slot. Doing so allows you and a number of creatures of your choice equal to half your levels in this class to enter an extradimensional banquet created within it. You choose the appearance of the banquet and its menu, but its overall space can't exceed 20 cubes, each cube being 10 feet on each side.

This banquet is full of replenishing meals, and its beneficial effects don't set in until you leave the extradimensional space. You only gain these benefits so long as you have spent more than an hour inside this extradimensional space.

A creature that takes part in this banquet gains several benefits.

  • Their hit points and hit point maximum increases by an amount equal to half your levels in this class.
  • They gain advantage on Constitution saving throws.
  • They gain resistance to poison damage.

These benefits last for 24 hours, or until you use this feature again.

This banquet lasts until you finish your long rest or until the battle kitchen is destroyed, at which point all creatures inside the extradimensional space are expelled into the nearest open space to where the battle kitchen once was. This battle kitchen, if it isn't destroyed, then disappears.

Once you have used this feature, you can't use it again until you finish a long rest.

Plague Mother

While most artificers keep their crafts to objects, some may craft in the dangerous grounds of bioweapons. Capable of creating diseases and organic weapons, these artificers are a terror and menace to their enemies and allies alike.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Glassblower Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Plague Mother Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Plague mother Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd Detect Poison and Disease, Ray of Sickness
5th Ray of Enfeeblement, Tasha’s Mind Whip
9th Bestow Curse, Stinking Cloud
13th Blight, Sickening Radiance
17th Cloudkill, Contagion

Curated Plague

Also at 3rd level, you have learned how to brew your own manufactured diseases. Whenever you finish a long rest, you can create an amount of these Tiny explosives equal to your level in this class. These plague vials weigh half a pound and have a throwing range of 40 feet.

You can throw the vials in place of an attack when you take the Attack action. Additionally, you can throw them as a bonus action if you have used your action this turn to cast a spell or throw a vial. Any plague vials you have left once you finish your next long rest expire and become useless. You can expend spell slots to create more plague vials, creating 1 vial per spell level as an action.

You choose what type of plague you make, choosing from the options on the Curated Plague table.

Curated Plague Effect
Brain Rot Choose a point you can see within range. Any creature in a 10-foot radius must make a Constitution saving throw against your spell save DC. A target is poisoned on a failed save for the next minute. During that time, it rolls a d4 and subtracts the number rolled from all of its Intelligence, Wisdom, and Charisma saving throws.
Muscle Petrification Choose a point you can see within range. Any creature in a 10-foot radius must make a Constitution saving throw against your spell save DC. A target is poisoned on a failed save for the next minute. During that time, its movement speed is halved, and it rolls a d4 and subtracts the number rolled from all of its Strength and Dexterity saving throws.
Death's Breath Choose a point you can see within range. Any creature in a 5-foot radius must make a Constitution saving throw against your spell save DC. On a failed save, the target is poisoned for the next minute, and takes 2d4 necrotic damage at the start of each of its turns.

You can choose to automatically succeed any saves against your plagues. These vials, when removed from your person, have an AC of 14, and a number of hit points equal to twice your level in this class. They are immune to poison damage, psychic damage, and all conditions. If a vial is brought to 0 hit points, it breaks and activates its effect.

Whenever you finish a short rest, you can change any plague vials of one type into another of your choice.

Knowledge in Ailments

At 3rd level, you gain proficiency in the Medicine skill, and gain a bonus on checks with it equal to your Intelligence modifier (minimum of +1) when identifying or trying to cure a disease.

Disease Transmitter

Starting at 5th level, you can enhance armaments with your deadly creations. As a bonus action, you can oil a weapon within 5 feet of you with one of your vials. The next time this weapon hits a creature, it deals additional poison damage equal to your level in this class, and causes the target to also make a saving throw against your Curated Plague. This saving throw is made with disadvantage.

Molded by Death

At 9th level, you and your curated plagues grow in potency.

  • You are immune to diseases and being poisoned.
  • Creatures friendly to you have advantage on saving throws against your plagues. On a successful save, the next creature that hits them must succeed a Constitution saving throw against your spell save DC or be affected by your curated plague.
  • The radius or diameter of your plagues increase by 5 feet, and their rolls (if any) increase to a d6.

Patient Zero

At 15th level, you have become a living aspect of your infectious creations.

  • The radius or diameter of your plagues increase by another 5 feet, and treat rolls of 1 as a 6 for their effects.
  • Creatures immune to diseases and being poisoned are instead treated as having advantage against both when targeted by your Curated Plagues or Plague Mother Spells.
  • When you take damage from an attack, you can spend a reaction to use one of your plague vials on your space.

Steel-Voyager

Be it a thirst for adventure, the thrill of speed, or the craving to see the world, A steel-voyager can satisfy all those desires. A mechanic for speed, these artificers are synonymous with Quest-Seekers; crazy vehicles of fabulous or outright strange designs. No place will be left unexplored when these artificers roam by.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Cartographer's tools. You are also proficient in any land or water vehicle you come across.

Voyager Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Voyager Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd Grease, Longstrider
5th Blur, Pass Without Trace
9th Haste, Thunder Step
13th Dimension Door, Freedom of Movement
17th Far Step, Mislead

Quest-Seeker

Also at 3rd level, you know how to build yourself a vehicle for travel. Using cartographer's tools or smith's tools, you can take an action to magically create a Medium or Large quest-seeker in an unoccupied space on a horizontal surface within 5 feet of you. A Medium quest-seeker can have one Medium or smaller creature mounted to it, while a Large one can have up to four Medium or smaller creatures mounted. You can summon this vehicle for a total amount of hours equal to your proficiency bonus, but you can expend a spell slot to refill the duration. You can have only one quest-seeker at a time and can't create one while yours is present.

The quest-seeker is a magical object. Regardless of size, it has an AC of 16 and a number of hit points equal to six times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d8 hit points. It disappears early if it is reduced to 0 hit points, costing you an hour of its use. You can dismiss it early as an action.

When you create your quest-seeker, you determine its appearance, and choose if it can be controlled solely by you or if other creatures can also drive it. You also grant it a unique installation that you can use while mounted to it, choosing from the options on the Quest-Seeker table. You are proficient in this vehicle, and can mount it or dismount from it as a bonus action, costing you 5 feet of movement rather than half your speed. Your quest-seeker has a 60 feet walking speed, which you can control and use on your turn while mounted to it.

When casting a spell that would change your position, you can bring your quest-seeker with you if there is both enough space for it to occupy and you are currently mounted to it.

Quest-Seeker

Installation Effect
Mounted Ballista On each of your turns, you can spend your bonus action to make a ranged spell attack, originating from the quest-seeker, at one creature or object within 90 feet of it. On a hit, the target takes an amount of force damage equal to your level in this class.
Protective Exterior Creatures mounted to this vehicle gain half cover against spells and ranged attacks.
Ramming Front The first time you would enter a space within 5 feet of a creature's or object on your turn, you can perform a melee weapon attack as part of your movement. On a hit, you deal piercing damage equal to double your proficiency bonus, and you push the target 10 feet away from you if they Large or smaller.
Safety Harnesses You and any other creatures of your choice mounted in your quest-seeker have advantage on saving throws made to avoid falling off this vehicle and against being forcefully moved.
Speed Augmentors You can take a bonus action on each of your turns to take the Dash or Disengage action. This Disengage affects the quest-seeker and any other creatures mounted to it.
Vaulting Wheels Your quest-seeker has a high jump and long jump distance equal to your walking speed, with or without a running start.

All-Terrain Travel

Starting at 5th level, you empower your gadgets through movement. If you move up to your walking speed in your turn, you add your Intelligence modifier to the first damaging spell of 1st level or higher, as well as any damaging cantrips, you cast until the end of your next turn.

Moreover, your Quest-Seeker gains a 30 feet swimming and climbing speed, granting creatures mounted to it the ability to breathe normally when underwater.

Winged Vehicle

At 9th level, your quest-seeker can fly for a short amount of time. As a bonus action, you can deploy your quest-seeker's flight attachments. It gains a flying speed equal to its walking speed for 1 hour, and can hover. Once you use this bonus action, you can't use it again until you finish a long rest.

While your quest-seeker is present and on the same plane of existence as you, you can summon as an action on your turn, causing it and any creature mounted to it to teleport instantly in an unoccupied space on a horizontal surface within 5 feet of you. Additionally, it now uses your ability scores for its ability checks and saving throws if your chosen ability score is 12 or higher.

Wanderer's Companion

At 15th level, your quest-seeker is the peak of vehicle capabilities.

  • Your quest-seeker can be summoned for up to 8 hours, and you can spend a spell slot of 3rd level or higher to restore its ability to fly.
  • Your quest-seeker can have a number of Medium of smaller creatures mounted to it equal to your half level in this class.
  • You can have two different installations in place on your quest-seeker at the same time.

Spymaster

Many artificers use their crafts and talents to create inventions of wonders and delights. A rare few seek out to master the art of illusion and deception with their tech, allowing them to blend with the environment around them. These artificers often work behind the scenes for tricksters and spies, but some take on the craft themselves, their true identity forever hidden behind their signature mask.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with two of the following tools; disguise kit, poisoner kit, and forgery kit. If you already have proficiency in one of these tools, you gain proficiency with one other type of artisan's tools of your choice.

Spymaster Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spymaster Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd Charm Person, Illusory Script
5th Nystul's Magic Aura, Pass without Trace
9th Fast Friends, Major Image
13th Dimension Door, Psychic Lance
17th Mislead, Passwall

Shrouded Visage

Also at 3rd level, you've crafted a powerful mask to improve your abilities to deceive and hide. This mask magically molds onto your face, and you can choose to change it from a design of your choice or be transparent as a bonus action. Your mask comes with two techniques of your choice, featured below. Each time you finish a long rest with a tool in hand, you can change which techniques your mask possesses. Unless stated otherwise, each of these techniques require a bonus action to use.

  • Unseen Appearance: You can turn yourself invisible for 1 minute. This invisibility ends early if you deal damage or cast a spell on a unwilling creature.
  • Doppelganger's Face: You can change your appearance and voice to match a creature you have seen in the last 10 minutes. This transformation lasts for 10 minutes, or until you end it early (no action required). A creature can spend its action to inspect your appearance by making an Intelligence (Investigation) check against your spell save DC, realizing you are disguised on a success.
  • Bewitching Gaze: As part of making a Wisdom or Charisma check, you can gain a bonus to the roll equal to your Intelligence modifier. You don't expend a use if the total is a 10 or lower.
  • Dozing Breath: You force a creature you can see within 30 feet of you to make a Constitution saving throw. On a failed save, they fall unconscious until the end of your next turn, or until a creature deals damage to them.

You can perform these techniques a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest. While you have no remaining uses, you can expend a spell slot to regain uses, up to an amount equal to the expended slot level.

Surprise Strike

Starting at 5th level, your blows strike hard against those unaware. If you deal damage to a creature through a cantrip or attack, the creature takes extra damage equal to your level in this class if:

  • they haven't taken a turn yet in the current combat.
  • they are charmed or prone.

One Step Ahead

At 9th level, your mask and training keeps you ready against threats.

  • While your shrouded visage has uses, your mind can't be read, nor can magic force you to tell the truth.
  • Upon rolling initiative, you can choose a hostile creature within 60 feet of you and expend a use of your Shrouded Visage. You make an Intelligence (Investigation) check against their Charisma (Deception) check. You start your turn before them on a success, or after them on a failure, unless your initiative roll is already higher than theirs.

Deceiving Magic

Upon reaching 15th level, your trickeries are difficult to trace back to you. Each time you expend a use of your Shrouded Visage feature, the next spell you cast does not require components, bar costly components, nor can damage break your concentration on this spell.

Wordsmith

To some artificers, the greatest feat of human ingenuity is through the ability to write. While many writers find glory in inventing new words or providing new meanings to others, wordsmiths are capable of infusing the very essence of being into their writing, changing their reader to their very core. Their words and penmanship can change how others see the world around them, mixing fantasy and reality like never before.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Calligrapher's Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Wordsmith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Wordsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd Comprehend Languages, Illusory Script
5th Phantasmal Force, Silence
9th Catnap, Hypnotic Pattern
13th Confusion, Hallucinatory Terrain
17th Dream, Legend Lore

Words of Power

At 3rd level, you can etch words in such a way that their very essence empowers whoever reads them. You learn two Power Words, with the choice of words and their effects detailed at the end of the subclass description. Each time you finish a long rest, you may replace one word you know with a different one.

As a bonus action, you can write one of these power words onto an object within 5 feet of you. You can write these words a combined amount of times equal to your Intelligence modifier, though you can't write on the same object. A power word remains on its object until you finish a long rest, even after being read.

You or a friendly creature holding one of these objects can read the word as a bonus action, activating it. Each written word can be read in this way once.

When all written words have been read, you can expend spell slots to regain a use, regaining the use of two written power words within 60 feet of you per spell slot level expended.

You learn additional power words as you progress in this class, learning a third word at 9th level, and a fourth a 15th level.

Well Written

Also at 3rd level, your writing gains a magical touch. While you have your Calligrapher's Supplies in hand, you gain the following benefits:

  • You can write on any surface. You can also write on air within a 5 foot space, but such writing disappears after an hour.
  • While writing, you can choose if it is legible in any language, one you know, or legible only to you.
  • While writing, you can choose for it to be visible only when you are within 5 feet of it.
  • You don't require ink to write, as your Calligrapher's Supplies provides any colored ink of your choice.
  • You can erase anything you write as a bonus action, so long as you are within 5 feet of it.
  • As a bonus action, you can make a monotone voice identical to yours speak the words written on a surface you are touching.
  • As a bonus action, you can speak up to three sentences, causing the words to be written down on a surface you are touching.

Complex Penmanship

Upon reaching 5th level, you can read and cast spells from any spell scroll, even if the spell is not from the Artificer spell list.

Furthermore, while you have your calligrapher's supplies in your hand, you can replace Verbal (M) components with Material (M) components, using your calligrapher's supplies as the spellcasting focus. Doing so, as well as using this tool as any spellcasting focus, increases the spell save DC of your spells by 2.

Greater Word of Power

At 9th level, you can harness a greater portion of a word's meaning, empowering your readers to greater heights. When a creature would activate a power word, you can have them gain the benefits of a Greater Power Word as well, the benefits of which are detailed at the end of the subclass description. These benefits last for 1 minute.

Once you grant someone the benefits of a Greater Power Word, you can't do so again until you finish a short or long rest, or expend a spell slot of 1st level or higher to do so.

Final Word

At 15th level, you can unravel a person's very essence through a single word. You can cast the Power Word Pain spell once, regaining the ability to do so after finishing a long rest.

As part of a short rest, you can instead etch the spell onto your skin. Until you finish a long rest, you can now instead cast this spell as a reaction after being hit, targeting your attacker if they are within 60 feet of you and can see you.

Power Words

A power word can be read as a bonus action, providing the reader with the following benefits.

A greater power word's benefits last for 1 minute.

Power Word Avoid

A creature activating this rune can immediately take the the Dodge and Disengage action.

While a creature has this power word on their person, opportunity attacks against them are made with disadvantage.

Greater. The creature takes no damage when succeeding Dexterity saving throws, and takes only half damage on a failed save.

Power Word Grapple

A creature activating this rune can immediately attempt a Grapple check against a creature within range, gaining a bonus to the roll equal to your Intelligence modifier. On a success, they add this bonus to any rolls made to maintain this grapple.

While a creature has this power word on their person, they count as one size larger for the purposes of grappling.

Greater. The creature can perform grapple checks as a bonus action. Moreover, their movement is not reduced due to grappling, and their attacks against grappled creatures deal extra damage equal to your Intelligence modifier.

Power Word Hide

A creature activating this rune becomes invisible until the end of their next turn, or until they attack or cast a spell.

While a creature has this power word on their person, they can use your Intelligence modifier, rather than their Dexterity, for Stealth checks.

Greater. The creature can take the Hide action as a bonus action, and remains invisible for the duration. Each time they cast a spell or deal damage, they must roll a d20. On a 9 or lower, the invisibility ends early.

Power Word Push

A creature activating this rune can immediately attempt a Shove check against a creature within range, gaining a bonus equal to your Intelligence modifier. On a success, the target is pushed 5ft away and knocked prone.

While a creature has this power word on their person, they count as one size larger for the purposes of shoving and being pushed.

Greater. The creature can perform shove checks as a bonus action. Moreover, they can make a shove check against any creature within 30 feet of them, pushing them up to 10 feet away on a success.

Power Word Resist

A creature activating this rune gains resistance against the next source of damage they take for the next minute.

While a creature has this power word on their person, they have advantage on saving throws against exhaustion.

Greater. The creature has advantage on any saving throw they make for the duration of this effect.

Power Word Rejuvenate

A creature activating this rune regains hit points equal to 1d8 + your level in this class.

While a creature has this power word on their person and finishes a short rest, they regain extra hit points equal to half your level in this class.

Greater. At the start of each of their turns, the creature regains hit points equal to your Intelligence modifier.

Power Word Run

A creature activating this rune can immediately take the Dash action, gaining extra movement equal to double their speed rather than just their speed.

While a creature has this power word on their person, taking the Dash action allows them to ignore difficult terrain on that turn.

Greater. The creature can take the Dash action as a bonus action, gaining the extra movement each turn they do so as if using the power word. Moreover, each time they take the Dash action, they gain a flying speed equal to their walking speed until the end of their next turn.

Power Word Survive

A creature activating this rune gains temporary hit points equal to 1d8 + double your level in this class until the end of their next turn.

While a creature has this power word on their person, they become stable after a second successful death save.

Greater. The reader reduces the damage they take from attacks by an amount equal to half your Intelligence modifier (rounded up).

 

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