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### Artificer: Experimentalist #### Tools of the trade When you adopt this specialization at 3rd level, you gain proficiency with Alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. You also gain profficiency in using Poisoner's Kit and Healer's Kit as well as Martial weapons without heavy property. #### Experimentalists Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Experimentalists Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. ##### Experimertalists Spells | Artificer Level | Alchemist Spells | |:---------------|:-----------------| | 3rd | Chaos Bolt, Chromatic Orb | | 5th | Dragon's Breath, Nathair's Mischief | | 9th | Galder's Tower, Life Transference| | 13th | Confusion, Polymorph | | 17th | Contagion, Hallow | #### Experimental Weapon Beginning at 3rd level, you can customize your Weapon. You can pick a Melle or Throwing weapon you are profficient with, which becomes your Experimental Weapon. If the weapon isn't magical, it becomes such. Whenever you make an attack with it, you can use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls. Also, whenever you hit a creature with that weapon, it activates a random effect from the Experimental Effect table. To determine the effect, roll a die with number of sides that is double of your Profficiency Bonus. If the effect is a spell, it uses your Spellcasting Modifier and Spell Save DC, also it is casted as if by using Spell Slot equal to your Profficiency Bonus while not using up the casters Spell Slots. It is also always casted centered at the target of an attack. \columnbreak ##### Experimental Effect | Number Rolled | Effect | | :-: | :-: | |1|The damage you deal with this attack is halved| |2|No effect activates| |3|You deal an additional damage equal to weapons Damage Die| |4|You cast Shatter| |5|The target reagins its Reaction if it used it| |6|You cast Fireball| |7|You regain Spell Slot of the lowest level possible that you're missing| |8|You cast Ice Storm| |9|Your Armor Class increases by 2 points untill beginning of your next turn| |10|You cast Cloudkill| |11|The target becomes Stunned until beginning of your next turn| |12|You cast Gravity Fissure| #### Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. #### New Variable Starting at 9th level, whenever your Experimental weapon deals damage, it can apply one of those effects: - The weapon deals additional 2d6 damage. To determine the damage type, roll 1d10 and pick type from the list in order: weapons original damage type, poison, acid, fire, lightning, cold, radiant, necrotic, psychic, force. - You can roll on the Experimental Effect table twice and choose an effect that will be trigerred. #### Master of Adaptation At 15th level, after multiple experiments you learned to adapt to many risks: - You have Absorb Elements always prepared. It doesn't count against your number of prepared Artificer Spells. You can also cast it once per round as a 1st Level Spell without using your Reaction or Spell Slot. - Whenever you loose Hit Points during your turn, you gain benefit of Disengage. - Maximum number of your Hit Points can not be reduced.