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# D&D R:E - Artificer Class
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# The Artificer The armored figure loads its firearm and begins to march forward, bullets ricocheting off an impenetrable shell as the opposing militia hides behind cover to avoid retaliating fire. The figure reaches into a satchel and withdraws a primed explosive, one calculated throw detonating the cowering enemies as it adjusts aim towards the fleeing stragglers in a singular motion. A manic laugh echoes across the laboratory as the goblin marvels at his newest concoction. It had taken him numerous attempts and filled his every waking hour, but he would finally right the wrongs of this impure world. His heart filled with glee as he downed the vile liquid, power already beginning to surge through his flesh. With a spark of joy and magic, the dwarf strikes at the rock with his chisel one last time. The runic pattern finally complete, he watches as the tiny stone boar begins to stomp around his desk, joining the herd of his other creations. He observes with a smile as the constructs interact, excitedly recording his new findings. Artificers are the creators and inventors of the world, living their life at the edge of innovation and always seeking new things wherever they go. They master the fusion of the arcane and mundane, seeing magic as but an extension of the fields of science. Often found exploring the world and seeking new discoveries, they are naturally fit for adventuring. ### The Spark of Invention Artificers master the art of creation. They are craftsmen taken to their logical extreme, pouring uncountable hours of work and research into their field in order to master each individual aspect of it. So grand is their drive to learn and improve that they seek the arcane to enhance their craft beyond human limits, employing magic and science alike to achieve the impossible. In combat, Artificers make use of their extensive knowledge to assault their foes with versatility and power alike. Mastery of the weave, finely tuned craftsmanship and a diverse arsenal of weapons, contraptions and concoctions make them a force to be reckoned with. ### A Life in Discovery Artificers are rare among the people, for very few have the devotion to the craft necessary to become one. Mostly found in large cities, artificers enjoy access to research materials and components for production, often taking on jobs for guilds and governments to generate income. Some, however, seek isolation, preferring to fully dedicate to their craft without distractions. Though artificers are few, it is not uncommon to see them in field of adventuring, for the high monetary gain and many opportunities for discovery attached to the job are both necessary for one to rise to new heights in the field of artifice. \pagebreakNum
##### The Artificer | Level | Proficiency Bonus | Features | Arcane Energy | Infusions Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Magical Tinkering, Craftsman, Applied Theory | 2 | 4 | — | — | — | — | — | — | — | — | | 2nd | +2 | Spellcasting, Infuse Item, The Right Tool for the Job | 2 | 4 | 2 | — | — | — | — | — | | 3rd | +2 | Artificer Guild, Spellcraft | 3 | 4 | 3 | — | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — | — | — | | 5th | +3 | Artificer Guild Feature, Expedite Crafting | 3 | 4 | 4 | 2 | — | — | — | — | — | — | | 6th | +3 | Tool Expertise, Craftsman Improvement | 4 | 6 | 4 | 2 | — | — | — | — | — | — | | 7th | +3 | Flash of Genius | 4 | 6 | 4 | 3 | — | — | — | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 4 | 6 | 4 | 3 | — | — | — | — | — | — | — | — | | 9th | +4 | Artificer Guild Feature | 4 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | — | | 10th | +4 | Magic Item Adept | 5 | 8 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 11th | +4 | Spell-Storing Item | 5 | 8 | 4 | 3 | 3 | — | — | — | — | — | — | — | | 12th | +4 | Ability Score Improvement | 5 | 8 | 4 | 3 | 3 | — | — | — | — | — | — | — | | 13th | +5 | Integrated Spellcraft | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | — | | 14th | +5 | Magic Item Savant | 5 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — | — | | 15th | +5 | Artificer Guild Feature | 6 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — | — | | 16th | +5 | Ability Score Improvement | 6 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — | — | | 17th | +6 | Soul of Artifice | 6 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | — | | 18th | +6 | Magic Item Master | 6 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | — | | 19th | +6 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 20th | +6 | Artificer Guild Feature | 6 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | — |
## Class Features As a Artificer, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Artificer level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Artificer level after 1st. #### Proficiencies ___ - **Armor:** Light armor, Medium armor, Light Shields, Medium Shields - **Weapons:** All ranged weapons, Club, Dagger, Flail, Handaxe, Javelin, Knuckleduster, Lance, Light Hammer, Longsword, Mace, Quarterstaff, Scimitar, Shortsword, Sickle, Spear, Tonfa, Trident, Warhammer, War Pick, Whip. - **Tools:** Tinker's Tools and any two artisan's tools of your choice, Land Vehicles. - **Saving Throws:** Constitution and Intelligence - **Skills:** Choose two from Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - Any two simple weapons and a dungeoneer's pack. - (a) scale mail or (b) studded leather armor - (a) a light crossbow and 20 bolts or (b) a handgun and 20 bullets - Tinker's tools and one set of artisan's tools of your choice #### Half Martial Multiattack Scaling When you take the Attack action, you gain one additional attack at 5th level in this class, and one more at 15th level. ### Multiclassing **Prerequisites.** You must have a Strength (or Dexterity) score of 13 or higher and an Intelligence score of 13 or higher.
**Proficiencies.** You gain proficiency with this class' weapon proficiencies, light armor, light shields and tinker's tools
**Spell Slots.** Add half your levels in the artificer class to the appropriate levels from other classes to determine your available spell slots. \pagebreakNum ### Magical Tinkering You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have a set of 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. You may discuss with your DM the possibility of giving the item any one other magical property, within the limits of what the Prestidigitation, Thaumaturgy, Druidcraft and Minor Illusion cantrips can do. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. ### Craftsman Your unending hours of experience on your field has given you the ability to create things with utmost efficiency. Whenever you make an ability check with a tool with which you are proficient, you may use your Intelligence modifier for that ability check instead. In addition, whenever you would create an item or object using a set of artisan's tools with which you are proficient, the amount of coin pieces worth of materials required for you to do so is multiplied by 0.75. When you reach 6th level in this class, it is instead multiplied by 0.5. ### Applied Theory You have a vast pool of knowledge amassed over your endless hours of research, and the field experience to put it to use. You may take the Recall Knowledge or Spot Weakness actions as a bonus action on each of your turns. \columnbreak ### Spellcasting Starting at 2nd level, you've studied the workings of magic enough to know how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions. **Tools Required.** You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically tinker's 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. See the equipment chapter in the Player's Handbook for descriptions of these tools. You can also use any one of your magic items acquired through the Infuse Item or Magical Tinkering feature as a spellcasting focus. **Preparing and Casting Spells.** The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 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 (round down) (min. 1). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. **Spellcasting Ability.** 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. **Spell Save DC =** 8 + your proficiency bonus + your Intelligence modifier **Spell attack modifier =** your proficiency bonus + your Intelligence modifier **Ritual Casting.** You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. \pagebreakNum ### Infuse Item At 2nd level, you have the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. **Infusions Known.** When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, learning two additional infusions at 6th level, then two more at 10th level and 14th level. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. **Infusing an Item.** 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. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of rounds equal to your Intelligence modifier (minimum of 1 round). The infusion also vanishes if you replace your knowledge of the infusion. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects equaling your Arcane Energy, as shown in 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 ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space. [Artificer Infusions Document](https://docs.google.com/document/d/1B5Rp4WVXcENaADt-PfutRgplAy8WYmkFssY81FNpryU/edit?usp=sharing) ### The Right Tool for the Job Also at 2nd level, you've learned how to produce exactly the tool you need: with a set of artisan'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 10 minutes of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical. You may create an amount of tools with this feature equal to your Intelligence modifier. If you attempt to create a tool while at the limit of how many you can create, your oldest tool vanishes and the new one is created at the end of the work period. ### Artificer Guild At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th, 15th and 20th level. \columnbreak ### Spellcraft Also at 3rd level, by bending the weave with your tools, you are able to magically manifest your skill with them. While wielding one of the components of a tool with which you are proficient, you may access the special ability given to that tool, as described at the end of this document. When you gain this feature, and again at the end of each of your short or long rests, you may choose a number of tools with which you are proficient which equals your Artificer Energy -1. You are always treated as wielding one of the components of those tools for the sake of this feature. Whenever an effect created by this feature calls for a saving throw, it's save DC is calculated as follows: **Spellcraft Save DC=** 8 + your Arcane Energy + your Intelligence modifier. ### Ability Score Improvement 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. ### Expedite Crafting Starting at 5th level, your proficiency with crafting allows to create items incredibly quickly at the cost of making the job more difficult. When you would craft an item of rarity Common or Uncommon by using one of the tools you are proficient in, you may halve the total amount of time required to create that item. When you do so, you have disadvantage on the ability check made to create that item. ### Tool Expertise At 6th level, you become an expert with all tools with which you are proficient. Whenever you become proficient in a new tool, you automatically become an expert with it. If you were already an expert in a tool, you have Advantage on all Ability Checks made with it. ### Flash of Genius At 7th level, you've gained the ability to come up with solutions under pressure. When you or an allied creature you can see within 30 feet of you fails an ability check or a saving throw, you can use your reaction to add your Intelligence modifier (min. 1) to the roll, potentially causing it to succeed. You can use this feature a number of times equal to your Arcane Energy and regain all expended uses of it when you finish a long rest \pagebreakNum ### Magic Item Adept When you reach 10th level, you achieve a profound understanding of how to use and make magic items. You can attune to up to five magic items at once, and any magic item to use who would apply spells and/or abilities using a set attack modifier or save DC instead may use your spell attack modifier and spell save DC. In addition, you can use your Expedite Crafting feature to halve the crafting time of items whose rarity is Rare by applying the usual disadvantage. ### Spell-Storing Item At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't 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, the creature must concentrate. The spell stays in the object until it's 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. \columnbreak ### Integrated Spellcraft Starting at 13th level, you learn to weave your spellcrafts alongside your other combative maneuvers. Once per turn, when you take the Attack action, you may perform one additional Spellcraft ability you have access to as part of that action. Once you use this feature twice, you can't do so again until you roll Initiative at the beginning of combat. ### Magic Item Savant At 14th level, your skill with magic items deepens more. You can attune to up to five magic items at once. As an action, you may spend one spell slot of 3rd level or higher to restore a number of missing charges to a magic item equal to the level of the spell slot spent. ### Soul of Artifice Starting at 17th level, you develop a mystical connection to your magic items, which you can draw on for mental protection. You gain a +1 bonus to all of your Intelligence, Wisdom and Charisma saving throws per magic item you are currently attuned to. ### Magic Item Master At 18th level, your soul can link itself to magic items with boundless ease. You can attune to up to seven magic items at once. Additionally, you ignore all requirements to attuning to or using a magic item. #
\pagebreakNum # Artificer Guilds ## Alchemist Guild *The oldest guild of artificers, Alchemists are masters of compounds and concoctions. Once prosecuted as enemies of clergy and heretics to the old ways, they are now a bastion of the world's health, bringing cures to were they are needed most without the shackles of alliance and alignment to bind them. From mending wounds, to healing illnesses, to causing horrible maledictions upon their enemies, there is nothing an Alchemist's brews can't do.* ### Tools of the Trade When you adopt this guild at 3rd level, you gain proficiency with Alchemist's Supplies. If you were already proficient with Alchemist's Supplies, you become an expert with them instead. In addition you gain access to the following Spellcraft ability associated with Alchemist's Supplies: #### Remote Application (Alchemist's Supplies) ___ - **Use Time:** 1 action - **Range:** 60 feet - **Duration:** Instantaneous ___ You spend one potion in your person, applying it to one creature you can see within range. If a creature is not willing to receive the potion, it must succeed on a Constitution saving throw against your Spellcraft save DC or be subjected to the effect regardless. The creature receives the effects of the potion as if it had consumed it. If a potion consumed this way would apply any damage or healing to the target creature, that healing is increased by an amount which equals twice your Arcane Energy ### Alchemist Magic 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. ##### Alchemist Spells | Artificer Level | Spells | |:---:|:-----------:| | 3 | Cure Wounds, Caustic Brew | | 5 | Acid Arrow, Lesser Restoration | | 9 | Erosive Eruption, Revivify | | 13 | Mass Cure Wounds, Vitriolic Sphere | | 17 | Greater Restoration, Heal | \columnbreak ### Experimental Elixir Beginning at 3rd level, whenever you finish a long rest, you can magically produce a number of experimental elixirs in empty flasks you touch equal to your Arcane Energy. Each elixir requires its own flask. Roll on the Experimental Elixir table for each elixir's effect, which is triggered when someone drinks it. With the Use an Object action, a creature can drink the elixir or administer it to an incapacitated or willing creature. These elixirs count as potions made by you for the sake of any feature or effect. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table. 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 start of your next long rest. ##### Experimental Elixirs | d8 | Effect | |:---:|:-----------:| | 1 | **Healing.** The drinker regains a number of d4 worth of hit points which equals your Arcane Energy. It is also cured of the poison condition and one disease currently affecting it. | | 2 | **Swiftness.** The drinker's speed increases by 10 feet and its jumping speed is doubled for the next hour. | | 3 | **Resilience.** The drinker gains a +1 bonus to its AC and its maximum hit points increase by an amount equal to twice your Arcane Energy for the next hour. | | 4 | **Power.** The drinker gains a +1 bonus to its attack rolls and a bonus to the first damage roll they make each turn which equals your Arcane Energy for the next hour. | | 5 | **Intellect.** The drinker has advantage on Intelligence ability checks and saving throws for the next hour. | | 6 | **Comprehension.** The drinker has advantage on Wisdom ability checks and saving throws for the next hour. | | 7 | **Presence.** The drinker has advantage on Charisma ability checks and saving throws for the next hour. | | 8 | **Alchemical Inoculation.** The drinker has resistance to its choice of acid, fire, necrotic or poison damage for the next hour. | \pagebreakNum ### Arcane Brews At 5th level, you learn to bottle spells for later use. By spending spending a spell slot of the appropriate level, an amount of GP worth of alchemical ingredients which equals the level of the spell x100 and an hour (which can be done during a short or long rest), you may create a potion which holds in it one Artificer spell you have prepared with a casting time of "1 action". With the Use an Object action, a creature may drink that potion or feed it to an incapacitated or willing creature. The spell then takes effect with the drinking creature or the space it was on as the target for the spell, using your Spell Attack Modifier and Spell Save DC at the time of creating the potion. If a spell made into a potion would require concentration, it no longer requires concentration and instead lasts for its duration. Potions created this way last for 72 hours before becoming inert. ### Restorative Reagents Starting at 9th level, your elixirs and potions grant a dosage of vitality. Whenever a creature drinks a potion created by you, that creature gains an amount of temporary hit points which equals 20% of their maximum hit points. These temporary hit points remain for one minute or until combat ends, whichever comes first. ### Chemical Resilience At 15th level, constant exposure to alchemical ingredients has inoculated you to their worst effects. You gain resistance to acid, fire, necrotic and poison damage, and become immune to the poisoned condition. In addition, you have advantage on Constitution saving throws. ### Alchemical Savant Starting at 20th level, your strongest concoctions remain eternal. Any potion you create, be it using your Arcane Brew feature or through other means, remains potent forever until consumed. In addition, whenever you would roll die due to the effect of a potion and whenever you cause a creature to roll die due to the effect of a potion, all die rolled due to that potion are instead treated as their maximum result.
\pagebreakNum ## Warsmith Guild *"Armies require protection, and someone has to put things back together if defenses fail. A combination of soldier and supplier, a Warsmith is an expert at arming themselves and others, repairing material and personnel alike, and laying down a good beating on the enemies that undermine the effectiveness of their steel."* ### Tools of the Trade When you adopt this guild at 3rd level, you gain proficiency with Smith's Tools. If you were already proficient with Smith's Tools, you become an expert with them instead. In addition you gain access to the following Spellcraft ability associated with Smith's Tools: #### Reinforce Steel (Smith's Tools) ___ - **Use Time:** Attack replacement - **Range:** Touch - **Duration:** Instantaneous ___ You call upon the certainty of steel to repair and fortify one piece of equipment made entirely or primarily out of metal that you touch. The target object regains all of its hit points and is repaired of all penalties applied to it by effects that damage equipment, such as a Grey Ooze's Corrode Metal ability. In addition, the object gains a +1 bonus to its attack and damage rolls, if it had any, and the AC and Absorptive amount it granted, if it had any. These changes last for 1 hour. After this effect ends, that object cannot be affected by it again for the next 12 hours. This bonus increases as you gain levels in this class, becoming +2 at level 5th level, +3 at 9th level, +4 at 15th level and +5 at 20th level. ### Warsmith Magic Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Warsmith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Warsmith Spells | Artificer Level | Spells | |:---:|:-----------:| | 3 | Heroism, Searing Smite | | 5 | Heat Metal, Repair | | 9 | Minute Meteors, Summon Vehicle | | 13 | Fabricate, Wall of Fire | | 17 | Creation, Immolation | ### Battlefield Professional At 3rd level, your experience on the field of war shines through in battle. You gain proficiency with heavy armor and heavy shields. Whenever you make a weapon attack, you can use your Intelligence modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls. In addition, when you succeeded on a contested ability check against an enemy made using the Recall Knowledge action, you may mark that enemy as your target until the end of your next turn. The first time you hit each enemy marked as you target with a weapon attack, that attack does an amount of additional d6 weapon damage which equals your Arcane Energy -1. ### One Man Forge At 5th level, with experience, dedication and a touch of magic, you can forge any item your heart desires. As an action, you may craft a nonmagical item that must be made primarily of metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object of size Medium or smaller. The creation appears in an unoccupied space of your choice on a surface within 5 feet of you. As part of this action, you must lay out metal, which can include coins, with a combined value equal to at least half the creation's. The metal irretrievably coalesces and transforms into the creation, magically forming even the nonmetal parts of it. The forging can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the forging session. ### Arcane Metallurgy Starting at 9th level, you learn to ingrain magic into your weapons and armor more efficiently. You may infuse three additional items at the end of your long rest. These additional infusions must be used to infuse weapons or armor (which includes shields), and lose their infused effect while being wielded or wore by any creature other than you. ### Forge Hammer's Strike At 15th level, the fires of the forge obey your call. When you hit a creature with a weapon attack and would deal damage to it using your Battlefield Professional feature, you may change all of the damage dealt by that attack to fire damage. If you do, any damage dice rolled to calculate that attack's damage become d10 if they were smaller than a d10. ### Archsmith Starting at 20th level, your ability to mold metal expands to an unmatched degree. When you use your One Man Forge feature, you may spend a spell slot of 5th level or higher instead of laying out metal to pay for the creation's cost. If you do, the creation can be of any size that is Huge or smaller, and may occupy the space of creatures and objects smaller than it, so long as it does not trap or harm any creatures in its space. \pagebreakNum ## Animist Guild *The nature of life is a question which all mortal beings have pondered, but some seek its answers with fervent endeavor, attempting to create life of their own. These artificers formed the Animist guild, becoming masters of imbuing life into inanimate matter and controlling these created servants. With a strength in numbers matched by few, animists are a force to be reckoned with.* ### Tools of the Trade When you adopt this guild at 3rd level, you become an expert with Tinker's Tools. In addition you gain access to the following Spellcraft ability associated with Tinker's Tools: #### Elemental Construct (Tinker's Tools) ___ - **Use Time:** 30 minutes - **Range:** Touch - **Duration:** Instantaneous ___ You tap onto life-giving power to animate any one inanimate material of your choice within your reach you work on throughout the Use Time of this Spellcraft. The material must fit within a 5 foot cube, and weigh between 1 ounce and 50 pounds, but does not need to be a solid. The material is formed and contained within the rough shape of any one beast or humanoid creature of you choice, retaining its properties as a material but being stuck in its given shape by a magical barrier. The newly formed creature is a Small or Tiny Construct with a number of hit points equal to your Artificer level x2 and an AC equal to 10 + your Intelligence modifier. Its Intelligence, Wisdom and Charisma are 6, with its physical ability scores being defined by the DM based on the material composition of what has formed it, but none of its ability scores may be higher than 14 or lower than 4. Its walking speed, and if it has any other speeds, are similarly determined by the DM, but its speed can be no higher than 40 feet and no lower than 15 feet. Its immune to all conditions and does not require food, water, sleep or oxygen to survive. It understands any languages spoken by you, but cannot speak. Its cannot attack creatures, take Skill Actions against creatures or take the Help action to grant advantage on an attack. This construct creature obeys your verbal commands (no action required) to the best of its abilities and follows a command continuously until a task is completed or until it dies, whichever comes first. When not given any commands, it behaves as a facsimile of the animal or humanoid you shaped it after. In combat, these constructs act on your Initiative count, but take their turn immediately after yours. You may only maintain alive a number of these constructs at a time equal to your Arcane Energy. When you attempt to animate a new batch of material while at your limit, your oldest construct animated by this Spellcraft ceases animation and disperses into its unshaped material form. This dispersal also happens when the construct dies. \columnbreak ### Animist Magic Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Animist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Animist Spells | Artificer Level | Spells | |:---:|:-----------:| | 3 | Find Familiar*, Unseen Servant | | 5 | Enlarge/Reduce, Magic Mouth | | 9 | Phantom Steed, Tiny Servant | | 13 | Arcane Eye, Summon Construct | | 17 | Animate Objects, Antilife Shell | *The creature type of the Familiar summoned is changed to Construct. ### Combat Constructs At 3rd level, your tinkering has borne you faithful servants, your Combat Constructs. You may have a number of Combat Constructs equal to your Arcane Energy. A combat construct is friendly to you and your companions, and obeys your commands. See their game statistics in the Combat Construct stat block, which uses your Arcane Energy (AE) in several places. You determine the creature's appearance and anatomy. In combat, Combat Constructs share your initiative count, but take their turn immediately after yours. All of your Combat Constructs take their turn simultaneously, being able to coordinate actions and movement with one another. They can move on their own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command them to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your Combat Constructs may act on their own and are no longer restricted to the Dodge action. If the Mending spell is cast on one, it regains 2d6 hit points. If one has died within the last hour, you can use your tinker'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. It comes back to life immediately with all of its hit points restored. At the end of a long rest, you can create one or more new Combat Constructs provided you have your tinker's tools with you. When you do so, all of your Combat Constructs that exceed your maximum amount, as determined by your Arcane Energy, detonate themselves harmlessly and vanish, in order from older to younger. > ##### Mob Rules Reminder > Despite having the Minion trait, at least 3 creatures are needed to act as a Mob. Should 2 or less Combat Constructs be under your control at a time, they may attack normally. \pagebreakNum ___ > ## Combat Construct >*Small, Unaligned* > ___ > - **Armor Class** 10 + your (AE) > - **Hit Points** Your (AE) + 3x your Artificer level. > - **Speed** 30 feet. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (1)|12 (1)|12 (1)|4 (-3)|10 (0)|4 (-3)| >___ > - **Damage Immunities** Poison, Necrotic, Psychic > - **Condition Immunities** Charmed, Frightened, Exhaustion, Bleeding, Paralyzed, Poisoned > - **Senses** Passive Perception 10 + your AE > - **Languages** Understands the languages you know, but cannot speak > ___ > > **Artificial Body.** This creature does not need to eat, drink, breathe or sleep. It is immune to diseases. > > **Artificial Mind.** This creature's mind cannot be read, and it cannot be psychically controlled by other creatures. In addition, it cannot be communicated with telephatically, nor may it communicate with other creatures telephatically. > > **Minion.** This creature acts alongside all other creatures controlled by the same summoner with this trait as a Mob. > >___ > ### Actions > > ***Arcane Strike.*** *Melee weapon attack:* Your Spellcasting modifier to hit, 5 ft., one target. *Hit:* 1d6 + your Spellcasting modifier + force damage \columnbreak ### Combat Construct Models Starting at 5th level, you learn to better arm your Combat Constructs with distinct capabilities. Whenever you create a Combat Construct or by spending an hour working on that construct with Tinker's Tools at the end of a long rest, you may choose between the Sword, Shield or Rocket model. This selection grants that combat construct new abilities, as listed below. As an action on your turn, you may spend one action and a spell slot to change the model of any number of constructs within 20 ft. of you, provided you have Tinker's Tools at hand. - **Sword.** The damage die of this creature's Arcane Strike becomes a d10. In addition, it may add your Arcane Energy to its Strength checks and saving throws. - **Shield.** This creature's AC increases by 2. In addition, its death does not activate the Cleaving Damage rule innate to creatures acting as a Mobs. - **Rocket.** This creature's walking speed increases by 10 feet. In addition, it may take the Disengage action or the Dodge action when not receiving a command. ### Energized Constructs At 9th level, you discover new means to imbue your creations with additional power. Whenever you create, animate, or summon a construct creature, that creature may apply a bonus which equals half of your Arcane Energy to their attack damage rolls, and to their Intelligence, Wisdom and Charisma saving throws. ### Personal Protector Starting at 15th level, you always a personalized bodyguard behind you. At the end of a long rest, you may cast the *Summon Construct* spell without the need for a spell slot or components, over the course of a casting time of 10 minutes. When you do so, it is casting as if using a 4th level spell slot and this casting of the spell does not require concentration, instead lasting until you finish your next long rest, the summoned construct dies or it is dispelled. ### Transformation Combination At 20th level, you may combine your Combat Constructs into a singular, devastatingly powerful servant. If all 6 of your Combat Constructs are alive, you may spend an action and a 5th level spell slot to give them the order to combine. For the next minute, all of your Combat Constructs vanish and are replaced by a Hellfire Engine, Iron Golem or Steel Predator (your choice) which is now under your control, appearing in an unoccupied space within 5 feet of you. This new creature acts during your turn in Initiative, following your verbal commands (no action required) and being able to coordinate its actions and movements with yours. This transformation lasts for 1 minute or until combat ends, whichever comes first. Once you use this ability, you can't do so again until you finish a long rest. \pagebreakNum ## Armorer Guild *Armorers see armor as the sturdiest shield and the sharpest sword, the greatest piece of equipment to which nothing can compare. They pour their heart and soul into armor as the ultimate craft, entirely dedicated to bringing into existence the finest works their hands can muster and putting it to the test in the field of battle. To them, armor is not just a means to defend yourself, its a way of life. An ultimate art which, once perfected, could bring humanoids one step closer to ascension.* ### Specialized Trade When you adopt this guild at 3rd level, you gain proficiency with heavy armor and heavy shields. When making an ability check related to creating, fixing or recalling formation about armor, you are considered an expert in that ability check. In addition you gain access to the following Spellcraft ability associated with Smith's Tools: #### Infuse Arcane Armor (Smith's Tools) ___ - **Use Time:** 1 hour - **Range:** Touch - **Duration:** Instantaneous ___ You make a suit of armor a conduit for your magic, turning one suit of armor you work on for the duration of this Spellcraft's use time into Arcane Armor, granted you are wearing it. You gain the following benefits while wearing this armor: - If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you. - You can use the arcane armor as a spellcasting focus for your artificer spells. - The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing. - You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die. ### Armorer Magic 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. ##### Armorer Spells | Artificer Level | Spells | |:---:|:-----------:| | 3 | Fortify, Compelled Duel | | 5 | Air Forge, Battlefield Barrier | | 9 | Absorb Energy, Defense Lattice | | 13 | Fire Shield, Resilient Sphere | | 17 | Nullify, Wall of Force | ### Armor Weapon Starting at 3rd level, when you turn a suit of armor into Arcane Armor, or by spending a spell slot as a free action, you may select one of the weapons listed below. You gain access to that weapon in combat, being able to attack with it granted you have one or more free hands. Attack and damage rolls made with these weapons may use your Intelligence modifier instead of your Strength or Dexterity modifier. - **Resonant Gauntlets.** Your armor's gauntlets release a resonant shock wave on impact, dealing 1d8 thunder damage and causing a distracting ringing in the target's ears, giving it disadvantage on attack rolls against creatures other than you. These weapons have the Light and Pummeling properties. - **Stunning Rods.** Rods charged with lightning protrude from your armor's wrists, dealing 1d6 lightning damage and momentarily stunning the target, as they lose their reaction until the start of their next turn. These weapons have Reach property. - **Flame Jets.** Spiracles emerge from the palms of your armor's hands, projecting a plume of flames that deals 1d6 fire damage. These weapons have the Light and Range property, with a normal range 60 feet and no long range. - **Hole Maker.** A large spike of metal is projected from wrists to deliver a singular strike, dealing 1d10 piercing damage. When you take the Attack action to attack with this weapon, you may forgo any number of your attacks you could make with that action. If you do, the next attack you hit with this weapon before the start of your next turn deals an additional 2d10 piercing damage for each attack you forgo. This weapon has the Recoil, Keen and Pucture properties. ### Armor Gadget At 5th level, when you turn a suit of armor into Arcane Armor, or by spending a spell slot as a free action on your turn, you may select one of the gadgets listed below. You gain access to that gadget in combat, being able to use its special abilities. Whenever of one these gadgets forces a creature to make a saving throw, that saving throw is made against your Spellcraft Save DC. - **Defensive Field.** When you or a creature you can see within 15 feet of you is hit by an attack whose source you can see, you may spend your reaction to grant that creature a number of temporary hit points equal to your Arcane Energy x 5 before the attack deals its damage. If any of these hit points remain after the attack has dealt its damage, they are lost. - **Hook Shot.** As a bonus action on your turn, you may force one creature you can see within 15 feet of you to make a Strength saving throw. On a failure, that creature is pulled until it is within 5 feet of you. When the pulled creature enters your reach, you may make a weapon attack against it as a reaction. \pagebreakNum - **Flame Thrusters.** As a bonus action on your turn, you may increase your speed by 15 feet until the end of this turn. If you move at least 20 feet in a straight line towards a creature while benefiting from this increased speed and hit said creature with a melee weapon attack, you may deal an additional die of weapon damage with that attack. - **Target Marker.** As a bonus action on your turn, you may force one creature you can see within 30 feet of you to make a Dexterity saving throw or be marked by a beeping target until the start of your next turn. While a creature is marked by this beeping target, the first attack roll made against it each turn is made at advantage. ### Armor Modifier At 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special 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 Arcane Armor. ### Resilience Matrix At 15th level, you learn to magically extend your armor's unbreakable resilience to those that surround you. Allied creatures within 10 feet of you and that are not behind full cover from you have their Absorptive value become the same as yours if theirs was lower. ### Perfected Armor At 20th level, your armor reaches the level of perfection you had always aspired it would. Your Arcane Armor's base AC becomes 20 if it was any lower, and its base Absorptive value becomes 5 if it was any lower. In addition, you may apply your armor's Absorptive value to any type of damage, except Psychic damage.
\pagebreakNum ## Aeronaut Guild *Guided by an endless desire for freedom and the inner dream to reach to the skies, the Aeronaut guild dedicates itself to exploring the vastness of the oceans above. Explorers, scouts and cartographers, they are the top of the business when it comes to seeking the unknown.* ### Tools of the Trade When you adopt this guild at 3rd level, you gain proficiency with Navigator's Tools. If you were already proficient with Navigator's Tools, you become an expert with them instead. In addition you gain access to the following Spellcraft ability associated with Navigator's Tools: #### True North (Navigator's Tools) ___ - **Use Time:** 1 Free action, which you take immediately after taking the Attack action. - **Range:** Self - **Duration:** 1 turn ___ You invoke the power of navigation to control your movement, perfectly transferring your speed and momentum to your attacks. Until the end of this, when you attack a creature immediately after having moved at least 20 feet in a straight line towards it by using your speed, you may add a number of d4 to the damage roll of that attack for each 10 feet you moved towards it this turn. In addition, if that attack is a melee weapon attack, you gain advantage on its attack roll. ### Aeronaut Magic Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Aeronaut Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Aeronaut Spells | Artificer Level | Spells | |:---:|:-----------:| | 3 | Feather Fall, Longstrider | | 5 | Blur, Scorching Ray | | 9 | Haste, Trailblaze | | 13 | Dimension Door, Storm Sphere | | 17 | Far Step, Steel Wind Strike | ### Wings of Steel Starting at 3rd level, you’ve created a mechanical contraption that grants you flight. This mechanical contraption takes any shape you desire, but it is always a Small object with an AC of 10 + your Arcane Energy, hit points equal 5 + three times your Artificer level your Artificer level and immunity to all conditions. If the mechanical contraption is destroyed, you lose all benefits granted by it and it must be repaired either by completing a long rest or spending a spell slot as an action before it can be used again. This mechanical contraption comes in different models, which you choose when you gain this feature. You may don or doff this mechanical contraption as an action. While wearing this contraption you gain a flying speed defined by which model you’ve chosen, but cannot wear Medium or Heavy armor. You may change your choice of model at the end of each long rest, when you restore a destroyed contraption with a spell slot, or by spending a spell slot and an action. - **Safe Model.** You gain a Hovering speed of 20 feet. - **Balanced Model.** You gain a Flying speed of 40 feet and opportunity attacks made against you while you are flying have disadvantage. - **Dangerous Model.** You gain a Flying speed of 50 feet and do not provoke opportunity attacks while flying. At the end of each of your turns while flying, you must perform an Intelligence saving throw of DC 10. On a success, the next time you perform this saving throw its DC increases by 5. On a failure, your mechanical contraption is destroyed. This DC resets if you end your turn while not having used your flying speed that turn. ### Cryo Boost Starting at 5th level, you learn to use cold magic to enhance your contraption’s speed and efficiency. As a bonus action, you may double your Flying or Hovering speed until the end of the turn. When you do so, you if you move at least 100 feet in a straight line towards a creature immediately before hitting it with a melee weapon attack, you may treat that attack as a critical hit. ### Take to the Skies At 9th level, your contraption becomes more potent and your technique with it improves, allowing you to drag enemies to your playing field. When you take the Grapple action against an enemy which is not flying, you gain advantage on your ability check made to grapple that enemy, and may use your Intelligence modifier to do so. In addition, your carrying capacity is trippled when trying to lift an enemy you have grappled. ### Evasive Maneuvers Starting at 15th level, your mastery of flight allows you to effortlessly weave past enemy projectiles. As a reaction when you or your contraption are hit with a ranged attack, you may turn that hit into a miss. ### Master of the Skies At 20th level, you are one with the heavens above. The Flying or Hovering speed granted by your Flying Contraption is increased by 30 feet, and you no longer take damage or are knocked prone due to falling while wearing your Flying Contraption. Furthermore, you spend only 1 feet of movement for each 2 feet you move when using a Flying or Hovering speed to move towards an enemy. \pagebreakNum ## Toxicologist Guild *Not all Artificers seek to bring innovation for the good of the world, and Toxicologists are the living proof of that. Seekers of innovation in the most brutal of weapons, the Toxicologist Guild seeks to supply all those that demand power with the most potent of weapons, regardless of who they are or what are their motives. Impartial and working of emotionless logic, they only request that all sides record the effects of their craft, for there is always a better venom to brew.* ### Tools of the Trade When you adopt this guild at 3rd level, you gain proficiency in the Poisoner's Kit. If you were already proficient in the Poisoner's Kit, you become an expert in it instead. In addition you gain access to the following Spellcraft ability associated with the Poisoner's Kit: #### Spreading Aerosol (Poisoner's Kit) ___ - **Use Time:** Attack replacement - **Range:** Self - **Duration:** Instantaneous ___ You unleash one dose of a poison which you are holding in the form of gas, treating its type of poison as Inhaled and releasing it as either a 15-foot radius, a 10-foot cube or a 15-foot line that is 5 feet wide, all of which originate from you. These gas releases spread around corners, but do not pass through full cover. ### Toxicologist Magic Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Toxicologist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Toxicologist Spells | Artificer Level | Spells | |:---:|:-----------:| | 3 | Fog Cloud, Detect Poison and Disease | | 5 | Choking Smog, Toxic Twist| | 9 | Stinking Cloud, Gaseous Form | | 13 | Nix’s Venomous Viper, Withering Field | | 17 | Cloudkill, Contagion | ### Field Professional At 3rd level, you have to tools to create and survive poisons with ease. You gain the *Poisoner* feat. If you already had this feat, any poisons created with it deal an additional 2d6 damage instead. Whenever you harvest the poison from a poisonous creature, you may perform an ability check with your Poisoner's Kit against a DC of 15. On a sucess, you treat that poison as if it was brewed by you, applying any features that would require you to have brewed it at the moment of harvesting. \columnbreak In addition, you may spend one spell slot as an action to produce a Toxicologist’s Mask, which is an object with hit points equal to the level of the spell slot spent to create it x8 and an AC of 10. While a creature is wearing this mask, it is immune to the effects of Inhaled poisons and spells that create create airborne gases such as *Stinking Cloud*, and the mask's AC becomes equal to their own. You may have a total number of Toxicologist Masks in existence at a time which equals your Arcane Energy. When you attempt to create a new one while at your limit, your oldest mask is dispelled and disappears. ### Pressurized Release At 5th level, when you release an Inhaled poison, you may choose to spend one spell slot to increase the size of the area it is released in and the potency of the poison. The poison is released in either a 20-foot radius, a 30-foot cube or a 60-foot line that is 5-foot long (your choice), all of which originate from you. In addition, the poison deals an amount of of additional damage which equals twice your Arcane Energy. ### Toxic Mutability At 9th level, your concoctions become varied in their potential. Whenever you brew a poison, you may treat the damage type of that poison as either necrotic, fire or acid damage. When you change the damage type of a poison, a variable effect is applied to it, as listed below: - **Necrotic.** The poison no longer applies the Poisoned condition. Instead, a creature that fails its saving throw against it cannot regain hit points for the poison’s duration and begins to bleed. - **Fire.** The poison lingers on the area it has been released in for 1 minute, but becomes inert at the start of your next turn. If a creature takes fire damage while in the area of the inert poison, it detonates, dealing fire damage equal to its base damage to all creatures within a 10-foot radius of its area before vanishing. - **Acid.** This poison no longer applies the Poisoned condition. Instead, a creature that fails its saving throw against this poison has its AC reduced by 2 and loses the Absorptive property for the duration of the poison. ### Arcane Toxicity At 15th level, your poisons can afflict creatures magically, poisoning their very essence on a conceptual level. Poisons you brew ignore all resistances and immunities to poison damage and the poisoned condition. ### Airborne Calamity At 20th level, your poisons grow exponentially in power, bringing down even the mightiest foes. The damage dice on any poison you brew are now instead treated as their maximum roll. For example, instead of rolling 1d12 for a dose of *Bastard's Fang* poison, you instead treat it as a 12. \pagebreakNum ## Architect Guild *Fortification and defense are fundamental aspects of civilization in a world riddled with monsters, and an even greater part of the war zones scattered across it. Architects exist to supply this fortification, building walls and weapon wherever they are needed. Being masters of siege weaponry and territorial control, a well prepared Architect can halt an entire army in its tracks.* ### Tools of the Trade When you adopt this guild at 3rd level, you gain proficiency with Carpenter's Tools. If you were already proficient with Carpenter's Tools, you become an expert in it instead. In addition you gain access to the following Spellcraft ability associated with Carpenter's Tools: #### Multi-Build ___ - **Use Time:** One reaction, which you take when you build a panel of wood with the Quick Build Spellcraft ability. - **Range:** Self - **Duration:** Instantaneous ___ You conjure two additional panels of wood, identical to the first, both of which must be connected to the first panel and appeal in unoccupied spaces within 5 feet of it. These newly summoned panels obey the same rules as the standard panel, except they also disappear when the original panel from which they were copied disappears. ### Architect Magic Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Architect Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Architect Spells | Artificer Level | Spells | |:---:|:-----------:| | 3 | Alarm, Summon Sentry | | 5 | Arcane Lock, Battlefield Barrier | | 9 | Galder's Tower, Glyph of Warding | | 13 | Containment Cube, Private Sanctum | | 17 | Antilife Shell, Circle of Power | ### Sentry Master Beginning at 3rd level, you are very adept at using sentries to control the battlefield. You may cast the Summon Sentry spell with this feature without spending a spell slot. When you do, it is cast as if using a spell slot whose level equals your Arcane Energy -2, it does not require concentration, instead lasting for its full duration, and you must choose the Turret type of Sentry. If you have more than one Sentry under your control at a time, you may command all of your Sentries at once with the same bonus action. You may only have a number of Sentries active at a time which equals your Arcane Energy. \columnbreak Once you've cast the Summon Sentry spell with this feature a number of times equal to your Arcane Energy, you can't do so again until you finish a long rest. ### Battlefield Fortifications At 5th level, when you take the attack action on your turn, you may cast the Summon Sentry spell using your Sentry Master feature as a bonus action. ### Specialized Fortifications Starting at 9th level, you develop new techniques to shift the battlefield in your favor. When you build a wooden panel using your Quick Build Spellcraft ability, you may choose one of the following modifications to apply to it. Modifications applied to a panel apply to copies of it created with your Multi-Build Spellcraft ability. - **Armored Panel.** This panel's hit points are doubled. - **Translucent Panel.** Choose one of this panel's sides. Creatures can see through the panel when looking at it from the chosen side. - **Stabilized Panel.** This panel can hold an amount of weight before being destroyed which equals your Artificer level x500 instead. In addition, it remains for 1 hour before vanishing if not destroyed. ### Fortified Sentries At 15th level, your sentries become far more resilient to harm. Any Sentry you summon with the Summon Sentry spell gains 15 temporary hit points and a +3 bonus to its armor class. In addition, such a Sentry gains an Absorptive value 5 higher than normal and may apply this Absorptive value to any type of damage. ### Final Fortification At 20th level, you can raise a battle fort nearly instantly. As an action, by spending a 5th level slot, you may immediately create up to 90 wood panels as per the Quick Build Spellcraft ability in any unoccupied spaces of your choice that you can see within 120 feet of you. These panels follow the standard rules for one of their kind, and may receive modifications applied to them by your Specialized Fortifications feature. Once you use this ability, you can't do so again until you finish a long rest. \pagebreakNum ## Runescribe Guild *The ancient art of Runescribing has been forgotten by most, but Artificers still hold onto this ancient craft. The Runescribe Guild remains as the primary users of the art of giants thought locked to time, bearing enchanting capabilities that far surpass conventional methods due to their dedication to their craft.* ### Tools of the Trade When you adopt this guild at 3rd level, you gain proficiency with Mason's Tools. If you were already proficient with Mason's Tools, you become an expert in it instead. In addition you gain access to the following Spellcraft ability associated with Mason's Tools: #### Latent Rune (Mason's Tools) ___ - **Use Time:** Attack replacement - **Range:** Touch - **Duration:** 10 minutes ___ You scribe a powerful latent rune onto a surface you touch within range. This rune occupies a 5-foot cube and lasts for 10 minutes on that surface, or until triggered or dispelled with a casting of the *Dispel Magic* spell. When a creature touches the rune or moves into the space it occupies for the first time, the rune is triggered, causing one of the effects listed below depending on the type of rune. You choose the type of rune when you use this Spellcraft feature. - **Hill's Slide.** The creature is forced to make a Dexterity saving throw (it may choose to willingly fail this saving throw). On a failure, it is pushed a number of your choice horizontally which equals your Arcane Energy x 5. - **Frost's Trap.** The creature is forced to make a Strength saving throw. On a failure, it is restrained by creeping ice until the start of its next turn. It may break free of this restrainment with the Escape action. - **Stone's Spike.** The creature is forced to make a Dexterity saving throw (it may choose to willingly fail this saving throw). On a failure, it takes an amount of d10 piercing damage equal to your Arcane Energy -1. If it willingly failed its saving throw, you may instead push it a number of feet directly up which equals your Arcane Energy x 10. - **Fire's Detonation.** The creature and all creatures within 5 feet of it are forced to make a Constitution saving throw (it may choose to willingly fail this saving throw). On a failure, they take an amount of d6 fire damage equal to your Arcane Energy -1. If it willingly failed its saving throw, you may choose for it to take half as much damage instead. - **Cloud's Confusion.** The creature must make a Wisdom saving throw. On a failure, it becomes charmed by all creatures it can see until the end of its next turn. - **Storm's Strike.** The creature must make a Constitution saving throw. On a failure, it is knocked prone and is dazed until the end of its next turn.
You may only have a number of latent runes active at a time which equals your Arcane Energy. When you attempt to scribe a new rune after surpassing this limit, your oldest rune is dispelled. ### Runescribe Magic Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Runescribe Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Runescribe Spells | Artificer Level | Spells | |:---:|:-----------:| | 3 | Magic Stone, Warding Blast | | 5 | Detect Elements, Earthen Grasp | | 9 | Defense Lattice, Erupting Earth | | 13 | Precognition, Stone Shape | | 17 | Pyroclastic Lance, Transmute Rock | ### Runic Enchantments Beginning at 3rd level, you can channel the power of runic magic to infuse mundane objects with fantastical properties much more efficiently than an average Artificer. You learn three additional Artificer Infusions of your choice. These Infusions do not count against the total number of Aritifcer Infusions you know. Your Arcane Energy counts as being 2 higher for the sake of determining the maximum amount of Artificer Infusions you can have active at a time. ### All Father's Gifts At 5th level, your mastery of runes gives you access to exclusive magic creations of wondrous power. You gain access to the following Special Artificer Infusions, and learn one of them of your choice as an additional Infusion Known, which does not count as towards your total amount of Infusions known. Only one of these Special Infusions may be active at a time. A creature may only be attuned to one of these Special Infusions at a time. #### Grolantor's Quake ***Item:** A melee weapon with the Heavy and Two-Handed properties (requires Attunement by a creature whose Strength score is 15 or higher)*
This magic weapon gains a +1 bonus to attack and damage rolls made with it. It deals twice as much damage to objects and structures.
As an action on its turn, a creature attuned with this weapon may cast the *Earth Tremor* or *Earthbind* spell using Strength as its Spellcasting Modifier without the need for a spell slot. It is cast at a level which equals that creature's PB. Once it does so, it cannot do so again until 1 hours has passed.
The attack and damage bonus of this weapon increase to +2 when your reach 10th level in this class. \pagebreakNum #### Hiateas' Cradle ***Item:** A medium or heavy shield (requires Attunement by a creature whose Strength or Wisdom score is 15 or higher)*
This magic shield gains a +1 bonus to its AC, and grants its wielder an Absorptive value an amount higher than normal equal to this shield's AC bonus, but reduces its speed by 10 feet.
As an action on its turn, a creature attuned with this shield may cast the *Defensive Dome* spell using Strength as its Spellcasting Modifier without the need for a spell slot. It is cast at a level which equals half that creature's PB (round up). Once it does so, it cannot do so again until 10 minutes have passed.
The AC bonus granted by this shield increases to +2 when you reach 10th level in this class. #### Diancastra's Guile ***Item:** An arcane spellcasting focus (requires Attunement by a creature whose Charisma or Intelligence score is 15 or higher)*
While attuned to this item, a creature learns the *Minor Illusion* cantrip if it didn't already know it. Furthermore, it may cast *Minor Illusion* as a bonus action on each of its turns, and its casting of *Minor Illusion* which create an image may be as large as a 20-foot cube instead.
As an action on its turn, a creature attuned with this item may cast the *Suggestion* spell using its Charisma or Intelligence as its Spellcasting Modifier without the need for a spell slot (it chooses when it attunes itself to this item). Once it does so, it cannot do so again until 10 minutes have passed. #### Surtr's Searing ***Item:** A weapon made primarily out of metal (requires Attunement by a creature those Strength or Dexterity score is 15 or higher)*
This magic weapon gains a +1 bonus to attack and damage rolls made with it. This weapon's base damage becomes fire damage and it sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
As an action on its turn, a creature attuned with this weapon may cast the *Burning Hands* or *Detonate* spell using Strength or Dexterity as its Spellcasting Modifier without the need for a spell slot (it chooses when it attuned itself to this item). It is cast at a level which equals that creature's PB. Once it does so, it cannot do so again until 1 hour has passed.
The attack and damage bonus of this weapon increase to +2 when your reach 10th level in this class. ### Doublescribe Starting at 9th level, you enchanting knowledge grows to such an extent you learn to combine runes when scribing them. When you use your *Latent Rune* Spellcraft feature, you choose two runes to place onto that same 5-foot cube. The runes trigger simultaneously, causing two separate saving throws. \columnbreak ### Echantment Overflow At 15th level, your mastery over runes allows you to inscribe far more power onto single creations. Up to two of your Artificer Infusions may be active at a time on the same object, so long as they are not the same Infusion. A creature attuned to such an object uses two of its attunement slots. ### All Father's Arsenal Starting at 20th level, you unlock the full potential of your divine armory. You may have any number of your Special Infusions granted to you by your *All Father's Gifts* feature active at a time. Furthermore, a creature may attune itself to any number of those Special Infusions, granted they have the attunement slots, and those Special Infusions lose their Ability Score Prerequisites for Attunement. \pagebreakNum ## Galvanizer Guild *Some Artificers don't know when to stop. They tinker and they fiddle and they make a mess. But sometimes it is these less refined Artificers who end up changing the course of history. Seekers of the edge of innovations, the Galvanizer Guild seeks to tame the wild arcane energies of the world, bending the fundamental essence of magic itself to their will and applying it as a source of pwoer and convenience alike. Alas, due to the experimental nature of their craft, they are often looked down upon by other Artificer Guilds. They do not mind. You must fail and fail gloriously if you want to make a real difference and that is what the Galvanizer knows.* ### Tools of the Trade When you adopt this guild at 3rd level, you gain proficiency in the Jeweler's Kit. If you were already proficient in the Jeweler's Kit, you become an expert in it instead. In addition you gain access to the following Spellcraft ability associated with the Jelewer's Kit: #### Voltaic Chain (Jeweler's Kit) ___ - **Use Time:** 1 action - **Range:** 90 feet - **Duration:** Instantaneous ___ You channel a bolt of energized arcane magic towards a target of your choice within range. Make a ranged spell attack against that target using your Spell Attack modifier. On a hit, the target takes an amount of Lightning damage equal to a (a number of d8 equal to your Arcane Energy -2) + your Intelligence modifier. You may then choose one other target within 30 feet of the original target. Repeat this attack against target, and choose a new target within 30 feet of it. Continue this repetition until you run out of target or wish to stop it. This Spellcraft can only choose each creature or object as a target for its attack once each time it is used. ### Galvanizer Magic Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Galvanizer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Galvanizer Spells | Artificer Level | Spells | |:---:|:-----------:| | 3 | Shocking Blade, Shocking Grasp, Charge Up | | 5 | Ball Lightning, Protection from Thunder and Lightning | | 9 | Lightning Bolt, Spark Shower | | 13 | Ionic Hammer, Thunderbolt | | 17 | Fulguris, Thunderfall | \columnbreak ### Galvan Battery Beginning at 3rd level, you learn to construct a magical battery which converts your potential arcane energy into raw magical electricity. Your Arcane Battery is a Small object of your making, which has an AC of 10 + twice your Arcane Energy and an amount of Hit Points equal to thrice your Artificer level. It is immune to Lightning, Thunder, Poison and Psychic damage and resists Necrotic and Radiant damage. You may wear the Arcane Battery on your person, or wield it in your hands. When doing so, it's AC equals your AC instead, if that would result in higher AC. At the start of each of your turns in combat while wearing or wielding the Arcane Battery, it gains an amount of Charge Counters equal to your Arcane Energy. When it does so, you may additionally spend one Spell Slot. If you do, the Arcane Battery gains an amount of additional Charge Counters equal to twice the level of the spent Spell Slot. The Arcane Battery may hold a maximum amount of Charge Counters on it at a time equal to twice your Artificer level. Whenever you deal damage to a creature with an Artificer spell, Spellcraft feature, weapon attack or spell attack, you may spend any amount of Charge Counters from your Arcane Battery, up to a maximum which equals twice your Arcane Energy. When you do so, that creature takes an amount of additional Lightning damage which equals 1d8 for each expended Charge Counter. When the Arcane Battery is destroyed while you wield or wear it, it detonates with the potential arcane energy stored within it, dealing Force damage to you which equals 1d8 for each Charge Counter stored within it at the time it was destroyed. If your Arcane Battery was destroyed, or you lack access to it due to other means, you may create a new one over the course of a 1-hour proccess, which can be done during a Short or Long Rest. ### Overcharge Artifact At 5th level, you may overload a magic item with magical energy, unleashing its full potential for a brief time. As an action on your turn, you may touch one object which you applied one of your Artificer Infusions to, other than Replicate Magic Item. That object is then overcharged with energy, awakening its latent potential for the next 10 minutes. After this period ends, that item becomes inert, losing the properties granted to it by your Infusion until 24 hours pass. The effect granted by overcharged items is listed below: [Overcharged Infusions Document](https://docs.google.com/document/d/11t0zcOQcr0rqTtbckFHfChbyujP1BZFCH6v0MhB9M1U/edit?usp=sharing) Once you've overcharged an item a number of times equal to your Arcane Energy, you cannot do so again until you finish a Long Rest. \pagebreakNum ### Arcane Insulation At 9th level, your practice with raw arcane energies has lead you to develop techniques to protect yourself from them. You become resistant to Lightning damage. As an action on your turn, while you are within 60 feet of you may set your Arcane Battery to destroy itself. When you do, the damage it deals becomes Lightning damage instead, and gains a bonus which equals your Artificer level. Furthermore, whenever your Arcane Battery detonates due to being destroyed, you may instead expel the energy of the blast in a 30-foot radius around it. When you do so, all creatures and objects within that radius must succeed on a succeed on a Dexterity saving throw agaisnt your Spell Save DC, taking damage equal to how much damage you would have taken on a failure or half as much on a success. \columnbreak ### Chainstrike Polarity At 15th level, your control over raw energy allows you to extend its reach between targets. Whenever you hit a creature with a weapon or spell attack on your turn, except those made with this feature, you may choose one creature within 15 feet of your original target. Make a ranged spell attack against that creature. On a hit, it takes 1d8 + your Intelligence modifier Lightning damage. Furthermore, whenever you hit a creature with an attack made with your *Voltaic Chain* Spellcraft feature, you gain a +2 bonus to your next attack made with it that turn, up to a maximum of +10. ### Quantum Electrodynamics At 20th level, your control over raw electricity allows your lightning to dismantle things at an atomic level, removing their electrons and turning them to nothing. Lightning damage you deal cannot be reduced, nullified or ignored in any way. Furthermore, when you reduce a creature or object to 0 hit points with Lightning damage, you may choose to reduce it to nothing. If you do, and it is a creature, it dies immediately. A creature killed this way can only be brought back by the True Ressurection spell.
\pagebreakNum # Spellcraft Abilities #### Splash Property (Alchemist's Supplies) ___ - **Use Time:** 1 action - **Range:** 60 feet - **Duration:** Instantaneous ___ You charge one vial of liquid you are holding with magic, and throw it at an area you can see within range, causing an effect within a 10-foot radius of the targeted area. Aside from the effects listed below, you may discuss with your Dungeon Master the appropriate effects for any other liquids you may wish to use with this feature. - **Water.** All creatures in the area lose the Ignited condition if they had it. Any exposed flames in the area are extinguished, and any exposed liquids or granular substances such as dirt in the area are washed off. If this is used in ground made of loose dirt, such ground instead turns the area into muddy difficult terrain for the next ten minutes. - **Glue.** All creatures in the area must succeed on a Dexterity saving throw or have their speed reduced by a number of feet equal to your Arcane Energy x5 until the end of their next turn and have disadvantage on their ability checks against grappled. - **Oil.** All creatures in the area must succeed on a Dexterity saving throw or slip in oil and be dropped prone. Such creatures have advantage on their ability checks against being grappled. The first time they take fire damage within the next minute, that damage is increased by an amount which equals twice your Arcane Energy. - **Perfume.** All creatures in the area must succeed on a Wisdom saving throw or be charmed by you, or the nearest allied creature to the affected creature's, whichever is closer to the affected creatures. Until the start of the next turn, the affected area dispels all effects based on smell, and detecting creatures due to smell becomes impossible in that area. #### Intoxicating Fumes (Brewer's Supplies) ___ - **Use Time:** Attack replacement - **Range:** 30 feet - **Duration:** 1 round ___ Your charge one flask or tankard or alcohol with magic, evaporating it and forcing the fumes into the lungs of a number of creatures of your choice you can see within range which equals your Arcane Energy -1. The targeted creatures must succeed on a Constitution saving throw or be poisoned until the start of your next turn. \columnbreak #### Instant Message (Calligrapher's Supplies) ___ - **Use Time:** 1 reaction, which you may take at the start or end of another creature's turn. - **Range:** 60 feet - **Duration:** Instantaneous ___ Wave quickly write a sentence of 5 words or less in the air, sending it to the mind of a creature you can see within range. The creature telephatically hears the transmitted message as if in your voice, so long as you share a language with it and its Intelligence is 6 or higher. If the creature hears the message, you may immediately take the Taunt, Demoralize or Appeal action against that creature, with a negative penalty to your ability check made with that action which equals 6 - your Arcane Energy. #### Quick Build (Carpenter's Tools) ___ - **Use Time:** Attack replacement - **Range:** Self (5-foot radius) - **Duration:** Instantaneous ___ You conjure a panel of wood that is 5 feet tall, 5 foot wide and has 5 inches of thickness in an unoccupied space within range. It remains for 1 minute or until destroyed, at which point it vanishes. The panel has an amount of Hit Points which equals 5 + your Artificer level x2, an AC of 10 + your Arcane Energy and an immunity to Psychic damage and all conditions. It is vulnerable to Fire damage. The Panel cannot be placed in mid-air, and must be in contact with at least 1 surface at the moment of its creation. When created, a Panel may be made to be attached or detached from the surfaces it is connected to. If it is attached, the panel cannot be moved by effects and abilities and moving it by hand is only possible by succeeding on an Athletics check against your Manifest Craft DC. A creature that succeeds in such a check, which must be performed while touching the Panel, detaches the Panel and may move it however it pleases within its regular physical confines. A Panel attached to a wall remains suspended in that attachment until destroyed or moved, and may hold a number of pounds of weight atop it before being destroyed which equals your Arcane Energy x50. #### Fix'em'Up (Tinker's Tools) ___ - **Use Time:** Action - **Range:** 15 feet - **Duration:** Instantaneous ___ You call upon the tinker's tireless fixing to restore one damaged object or construct creature you can see within range. The object or construct regains an amount of hit points equal to thrice your Arcane Energy. Constructs may only regain hit points with this ability once each 24 hours. Alternatively, you may fortify an object. When you do, it gains amount of temporary hit points which equals thrice your Arcane Energy. These hit points can only be lost due to taking damage. \pagebreakNum #### Charted Directions (Cartographer's Tools) ___ - **Use Time:** 1 action - **Range:** Self (30-foot radius) - **Duration:** 1 round ___ If you have a charted map of the area the battle in which takes place in your person at a scale no smaller than than 1:10.000, you may enter a reflective stance until the start of your next turn. This stance ends early if you move or are moved. When a creature you can see within range attempts to move on its turn while you are in this reflective stance, you may force that target to make a Wisdom saving throw or have its sense of direction altered until the end of this turn. When you successfully alter a creature's sense of direction, you may choose one point the creature can move to using its current speed(s). The creature must move towards that point using its speed this turn. The chosen point cannot be on a wall unless the target has a climbing speed, on a liquid unless the target has a swimming speed or in the air unless the target has a flying speed. You may use this ability a number of times while in this stance which equals your Arcane Energy -1. #### Shiny Shoes (Cobbler's Tools) ___ - **Use Time:** 1 reaction, which you take when an allied creature you can see would fall prone or have its speed reduced by an effect or ability. - **Range:** 60 feet - **Duration:** Instantaneous ___ You quickly enchant the shoes of the target creature, allowing to better maintain balance and speed. The target does not fall prone if it would, and its speed is not reduced if would be reduced. #### Friendly Feeding (Cook's Utensil's) ___ - **Use Time:** Attack replacement - **Range:** 60 feet - **Duration:** 1 round ___ You quickly feed an allied creature you can see within range one of your delicious and nutritious cookeries, magically teleported to their mouth. The target gains an amount of temporary hit points which equals thrice your Arcane Energy. These hit points last until the start of your next turn. #### Shard Storm (Glassblower's Tools) ___ - **Use Time:** Attack replacement - **Range:** 60 feet - **Duration:** Instantaneous ___ You conjure shards of glass which tear at the skin of a creature you can see within range. The target must succeed on a Dexterity saving throw or take an amount of d4 worth of piercing damage which equals your Arcane Energy -1 and begin to bleed. \columnbreak #### Soothing Balm (Herbalism Kit) ___ - **Use Time:** 1 action - **Range:** Self (30-foot radius) - **Duration:** Instantaneous ___ You call upon the healing property of chemicals, dousing a number of creatures of your choice you can see within range which equals your Arcane Energy -1 in magically conjured herbal remedies. A doused creature regains hit points until its hit points equal one fifth of its maximum hit points. Once a creature has regained hit points due to the effect of this spellcraft ability, it cannot do so again until it finishes a short or long rest. #### Prismatic Lens (Jeweler's Tools) ___ - **Use Time:** 1 reaction, which you take when you make a weapon attack or a cantrip spell attack, but before you make the attack roll. - **Range:** Self - **Duration:** Instantaneous ___ You call upon the refractive properties of crystals, splitting your attack into two. The attacks must target different creatures, and both targets must be valid candidates for the original attack. Both attack rolls are made at a -4 penalty. This penalty is reduced to -3 when you reach 10th level in Artificer, and -2 when you reach 15th level in Artificer. #### Whip Snatch (Leatherworker's Tools) ___ - **Use Time:** Attack replacement - **Range:** 90 feet - **Duration:** Instantaneous ___ You conjure a long strip of leather to wrap around a creature you can see within range and pull it to you. The target must succeed on a Dexterity saving throw or be knocked prone and pulled a number of feet toward you which equals your Arcane Energy x5. A creature that fails its saving throw against this spellcraft ability has disadvantage on all further saving throws made against it until the end of the turn. #### Free the Form (Mason's Tools) ___ - **Use Time:** 10 minutes - **Range:** Touch - **Duration:** Instantaneous ___ You shape the stone around into your desired form, affecting a 10-foot cube area projecting from you. Any natural stone or earth based material in that area, excluding metal, can be freely shaped by you into any desired form. Materials that had already been given form by a sentient being, such as the walls of a castle, cannot be reshaped with this Spellcraft. This new desired form will magically remain structurally sound, even if its configuration would naturally not permit that to be the case. If this reconfiguration would affect only a small part of a larger object, such as a section of a mountain, it must be done in such a way that does not cause any structural damage to the larger structure or reduce its structural soundness by a significant degree. \pagebreakNum #### False North (Navigator's Tools) ___ - **Use Time:** 1 reaction, which you take when you or a creature you can see within 15 feet of you is hit by a ranged attack whose source you can see. - **Range:** Self (15-feet radius) - **Duration:** Instantaneous ___ You call upon the directional control of navigation, altering the trajectory of a projectile to try and swerve it off course. You or the target ally gain a bonus to their AC against that ranged attack which equals your Arcane Energy, potentially causing it to miss. #### Air Canvas (Painter's Supplies) ___ - **Use Time:** 1 action - **Range:** Self (5-foot radius) - **Duration:** Up to 1 minute ___ You use the air as a canvas, drafting up an image that fills a cube whose area in feet equals your Arcane Energy x5, projected from a point of your choice within range. The image fills the space entirely, obscuring the area for the duration. You may choose to make the image life-like, faithfully representing a scene of your choice. If you do, a creature that sees the image must succeed on an Investigation check contested by your Manifest Craft Save DC. On a success, it sees past the image and is not fooled. If a creature sees past your painting this way, the painting is dispelled and the image vanishes. #### Inject (Poisoner's Kit) ___ - **Use Time:** Attack replacement - **Range:** 60 feet - **Duration:** Instantaneous ___ You spend one dose of a poison in your person, applying it to one creature, weapon or piece of ammunition you can see within range. When a poison is applied to a creature, that creature is immediately affected by the effects of the poison as if it had received it through the appropriate means for that poison. When a poison is applied to a weapon or piece of ammunition, that piece of ammunition is coated in the poison, and may apply its effects as if it was an Injury type poison. #### Clay Cover (Potter's Tools) ___ - **Use Time:** Attack replacement - **Range:** 15 feet - **Duration:** 1 round ___ You conjure a protective layer of ceramic around yourself or an allied creature you can see within range. Until the start of your next turn, that creature gains a +1 bonus to its AC and the Absorptive property an amount higher than normal which equals your Arcane Energy -1. The ceramic deflects heat that strikes the target, allowing it to apply its Absorptive property to Fire damage fort the duration. \columnbreak #### Sunder Steel (Smith's Tools) ___ - **Use Time:** Attack replacement - **Range:** Touch - **Duration:** Instantaneous ___ You attempt to strike at the weak spots in an enemy's weapon or armor to render it ineffective. Make an ability check with your Smith's Tools, contested by the target's AC or Acrobatics check (its choice). On a success, you sunder either the enemy's metal weapon or metal armor, if it wielding or wearing any (creatures composed of metal, such as Iron Golems, count as wearing metal armor for the sake of this spellcraft ability). Sundered weapons gain a penalty to their damage rolls equal to half of your Arcane Energy until repaired by a creature with Smith's Tools proficiency. Sundered armor loses its Absorptive value until repaired by a creature with Smith's Tools proficiency. An item may only be sundered once with this spellcraft ability. #### Guiding Thread (Weaver's Tools) ___ - **Use Time:** One reaction, which you take when you or an allied creature within range misses a weapon attack against a target you can see which is behind Half or Three-Quarters cover. - **Range:** Self (30-foot radius) - **Duration:** Instantaneous ___ You can upon the precision of the weaver, threading a projectile to its target like the fine movements of the needle. The ranged attack ignores the AC bonus granted by Half and Three-Quarters cover, potentially turning it into a hit. #### Puppet Spirit (Woodcarver's Tools) ___ - **Use Time:** Attack replacement - **Range:** Touch - **Duration:** 1 turn ___ You can upon the imagery of carved figurines, the death of the tree made to represent the life of another, and bring them to your command. As an action, you can animate a Tiny wooden statuette for a turn, provided that you are touching it. The statuette has 1 HP, an AC of 10, a flying speed of 30 feet, and can take the Help action as if it was a creature. The statuette moves on your turn, being mentally controlled by you. At the end of your turn the magic fades and the statuette returns to its inanimate state. Statuettes appropriate for use with this spellcraft ability may be created with 1 SP of raw materials with 10 minutes of work with your Woodcarver's Tools, which can be done during a short rest.