{"name":"Artificer","overview":"[img:5626480|right|280|nolink]\r\nCackling with glee as her eyes light up with arcane power, disgarding her now empty vial, a Breton witch unleashes a friery inferno from her fingertips with seemingly impossible intensity. Reducing the imperial squad infront of her to ashes and charred remains, before readying her next elixir. \r\n\r\nSteam hissing and screaming from a suit of bronze-gold armour. A knight of unknown origin stands unnaturally tall, encased in an armour that seems to move mechanically. Whith guantlets that glow and crackle with energy before unleashing an arc of lightning into the mob of skulking Falmer, illuminating the ruinious halls of the once great Dwemer city. \r\n\r\nA Bosmer male, crouches high up in the foilage of a tree, clutching tightly to thier bow, thier target, armoured and on horseback, flanked by their ranks of warriors, rides below. The Bosmer smirks at the seemingly impossible odds though, as they coat the tip of thier arrow in an ozing foul substance. One scrape is all it will take. And the contract will be his.\r\n\r\nMasters of invention, artificers use ingenuity and\r\nmagic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting\r\nto be decoded and then harnessed in their spells\r\nand inventions. You can find everything you need to\r\nplay one of these inventors in the next few sections.\r\nArtificers use a variety of tools to channel their\r\narcane power. To cast a spell, an artificer might use\r\nalchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of\r\nartificers is tied to their tools and their talents, and\r\nfew other characters can produce the right tool for a\r\njob as well as an artificer.","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","armor_proficiencies":" Light armour, shields","weapon_proficiencies":"All simple weapons","tools":"Thieves\u2019 tools, tinker's tools, one type of artisan's tools of your choice","saving_throws":"Constitution, Intelligence","skills":"Choose two from Arcana, History, Investigation, Medicine, Nature, Perception,\r\nSleight of Hand","starting_equipment":"You start with the following equipment, in addition\r\nto the equipment granted by your background:\r\nany two simple weapons of your choice\r\n\u2022 a light crossbow and 20 bolts\r\n\u2022 your choice of fur armour or hide armour\r\n\u2022 thieves' tools and a dungeoneer's pack","spellcasting":"[i]1st-level artificer feature\r\n[br][\/i]\r\nYou produce your artificer spell effects through your\r\ntools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in\r\nhand when you cast any spell with this Spellcasting\r\nfeature. You must be proficient with the\r\ntool to use it in this way. After you gain the Enchant Item feature at 2nd level,\r\nyou can also use any item bearing one of your[url:https:\/\/www.worldanvil.com\/sheet\/1420262\/view#Artificer-Enchantments]Artificer Enchantments[\/url] as a spellcasting focus.\r\n\r\n[b]Cantrips\r\n[br][\/b]\r\nYou know two cantrips of your choice from the [blocklink:1454121]. At higher levels, you learn additional\r\nartificer cantrips of your choice, as shown in the\r\nCantrips Known column of the [blocklink:1454886].\r\nWhen you gain a level in this class, you can replace one of the artificer can trips you know with\r\nanother cantrip from the artificer spell list.\r\n\r\n[b]Preparing and Casting Spells\r\n[br][\/b]\r\nThe [blocklink:1454886] shows how many spell slots you\r\nhave to cast your artificer spells. To cast one of your\r\nartificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain\r\nall expended spell slots when you finish a long rest.\r\nYou prepare the list of artificer spells that are\r\navailable for you to cast, choosing from the\r\n[blocklink:1454121]. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half\r\nyour artificer level, rounded down (minimum of one\r\nspell). The spells must be of a level for which you\r\nhave spell slots.\r\n\r\nFor example, if you are a 5th-level artificer, you\r\nhave four 1st-level and two 2nd-level spell slots.\r\nWith an Intelligence of 14, your list of prepared\r\nspells can include four spells of 1st or 2nd level, in\r\nany combination. If you prepare the 1st-level spell\r\n@[Close Wounds](spell:6f3a7b62-da98-410a-b56f-c87a13c918d8), you can cast it using a 1st-level or a\r\n2nd-level slot. Casting the spell doesn't remove it\r\nfrom your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when\r\nyou finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your\r\nspellcasting focuses: at least 1 minute per spell level\r\nfor each spell on your list.\r\n\r\n[b]Spellcasting Ability\r\n[br][\/b]\r\nIntelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind\r\nmagic allows you to wield these spells with superior\r\nskill. You use your Intelligence whenever an artificer\r\nspell refers to your spellcasting ability. In addition,\r\nyou use your Intelligence modifier when setting the\r\nsaving throw DC for an artificer spell you cast and\r\nwhen making an attack roll with one.\r\n[br]\r\n[br]\r\n[center][b]Spell save DC =[\/b] 8 + your proficiency bonus + your\r\n[br]Intelligence modifier\r\n\r\n[b]Spell attack modifier =[\/b] your proficiency bonus + your\r\n[br]Intelligence modifier[\/center]\r\n\r\n[b]Ritual Casting\r\n[br][\/b]\r\nYou can cast a spell from the artificer column of the [blocklink:1464027], so long as you have the spell prepared.\r\n\r\n[b]Learn Enchantment\r\n[br][\/b]\r\nYou can replicate a particular magic\r\nitems enchantment by destroying it. Enchantments learned in this fashion will count as one of your \"Enchaments Known\" in the [blocklink:1454886]. You can forget the enchantment if you choose, but on doing so you must destroy another of the item to learn it again. Choose a magic item that you\r\nhave from the [url:https:\/\/www.worldanvil.com\/sheet\/1420262\/view#Replicable-Items]Replicable Items[\/url]\r\ntables. A table's title tells you the level you must be\r\nin the class to learn the enchantment on the item from the table, along with the level of filled soul gem you will need to replicate it. You will need its level of filled soul gem and a unenchanted base item if. You can also do so using the magic items from among\r\nthe common magic items in the game, not including\r\npotions or scrolls.\r\nIn the tables, an item's entry tells you whether the\r\nitem requires attunement. See the item's description for more information about it, including the type of object required\r\nfor its making.\r\n[anchor|Class-Features]\r\n[hr]","class_features":"[b]Magical Tinkering\r\n[br][\/b] [img:5923789|right|600|nolink]\r\n[i]1st-level artificer feature\r\n[br][\/i]\r\nYou've learned how to invest a spark of magic into\r\nmundane objects. To use this ability, you must have\r\nthieves' tools or artisan's tools in hand. You then\r\ntouch a Tiny nonmagical object as an action and\r\ngive it one of the following magical properties of\r\nyour choice:\r\n\r\n\u2022 The object sheds bright light in a 5-foot radius and\r\ndim light for an additional 5 feet.\r\n[br]\r\n\u2022 Whenever tapped by a creature, the object emits a\r\nrecorded message that can be heard up to 10 feet\r\naway. You utter the message when you bestow this\r\nproperty on the object, and the recording can be\r\nno more than 6 seconds long.\r\n[br]\r\n\u2022 The object continuously emits your choice of an\r\nodor or a nonverbal sound (wind, waves, chirping,\r\nor the like). The chosen phenomenon is perceivable up to 10 feet away.\r\n[br]\r\n\u2022 A static visual effect appears on one of the object's\r\nsurfaces. This effect can be a picture, up to 25\r\nwords of text, lines and shapes, or a mixture of\r\nthese elements, as you like.\r\n\r\nThe chosen property lasts indefinitely. As an\r\naction, you can touch the object and end the property early.\r\nYou can bestow magic on multiple objects,\r\ntouching one object each time you use this feature,\r\nthough a single object can only bear one property\r\nat a time. The maximum number of objects you\r\ncan affect with this feature at one time is equal to\r\nyour Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest\r\nproperty immediately ends, and then the new property applies.\r\n\r\n[b]Enchant Item\r\n[br][\/b]\r\n[i]2nd-level artificer feature\r\n[br][\/i]\r\nYou've gained the ability to imbue mundane items\r\nwith certain magical enchantments, turning those objects into magic items.\r\n\r\n[u]Enchantments Known:\r\n[br][\/u]\r\nWhen you gain this feature, pick four artificer enchantments to learn, choosing from the [url:https:\/\/www.worldanvil.com\/sheet\/1420262\/view#Artificer-Enchantments]Artificer Enchantments[\/url]section at the end of the class's description.\r\nYou learn additional enchantments of your choice when\r\nyou reach certain levels in this class, as shown in\r\nthe Enchantments Known column of the [blocklink:1454886].\r\n[br]\r\nWhenever you gain a level in this class, you can replace one of the artificer enchantments you learned with\r\na new one.\r\n\r\n[u]Enchanting an Item:\r\n[br][\/u]\r\nWhenever you finish a long rest, you can touch a\r\nnonmagical object and imbue it with one of your\r\nartificer enchantments, turning it into a magic item. An\r\nenchantment works on only certain kinds of objects, as\r\nspecified in the enchantment's description. If the item requires attunement, you can attune yourself to it the\r\ninstant you enchant the item. If you decide to attune to\r\nthe item later, you must do so using the normal process for attunement.\r\n[br]\r\nYour enchantment remains in an item indefinitely, but\r\nwhen you die, the enchantment vanishes after a number\r\nof days equal to your Intelligence modifier (minimum of 1 day). The enchantment also vanishes if you\r\nreplace your knowledge of the enchantment.\r\n[br]\r\nYou can enchant more than one nonmagical object\r\nat the end of a long rest; the maximum number of\r\nobjects appears in the Enchanted Items column of the\r\n[blocklink:1454886]. You must touch each of the objects,\r\nand each of your enchantments can be in only one object\r\nat a time. Moreover, no object can bear more than\r\none of your enchantments at a time. If you try to exceed\r\nyour maximum number of enchantments, the oldest enchantment ends, and then the new enchantment applies.\r\n[br]\r\nIf an enchantment ends on an item that contains other\r\nthings, like a bag of holding, its contents harmlessly\r\nappear in and around its space. \r\n\r\n[b]Artificer Specialist\r\n[br][\/b]\r\n[i]3rd-level artificer feature\r\n[br][\/i]\r\nChoose the type of specialist you are: Alchemist,\r\nArcane Armourer, Soul Weaver, or Dwemer Smith, each of which\r\nis detailed after the class's description. Your choice\r\ngrants you features at 5th level and again at 9th and\r\n15th level. [anchor|Class-Features-2]\r\n\r\n[b]The Right Tool for the Job\r\n[br][\/b]\r\n[i]3rd-level artificer feature\r\n[br][\/i]\r\nYou've learned how to produce exactly the tool you\r\nneed: with thieves' tools or artisan's tools in hand,\r\nyou can magically create one set of artisan's tools in\r\nan unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which\r\ncan coincide with a short or long rest. Though the\r\nproduct of magic, the tools are nonmagical, and they\r\nvanish when you use this feature again.\r\n\r\n[img:5919136|left|600|nolink][b]Ability Score Improvement\r\n[br][\/b]\r\nWhen you reach 4th level and again at 8th, 12th,\r\n16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase\r\ntwo ability scores of your choice by 1. As normal,\r\nyou can't increase an ability score above 20 using\r\nthis feature.\r\n\r\n[b]Tool Expertise\r\n[br][\/b]\r\n[i]6th-level artificer feature\r\n[br][\/i]\r\nYour proficiency bonus is now doubled for any\r\nability check you make that uses your proficiency\r\nwith a tool.\r\n\r\n[b]Flash of Genius\r\n[br][\/b]\r\n[i]7th-level artificer feature\r\n[br][\/i]\r\nYou've gained the ability to come up with solutions\r\nunder pressure. When you or another creature you\r\ncan see within 30 feet of you makes an ability check\r\nor a saving throw, you can use your reaction to add\r\nyour Intelligence modifier to the roll.\r\nYou can use this feature a number of times equal\r\nto your Intelligence modifier (minimum of once).\r\nYou regain all expended uses when you finish a\r\nlong rest.\r\n\r\n[b]Magic Item Adept\r\n[br][\/b]\r\n[i]10th-level artificer feature\r\n[br][\/i]\r\nYou've achieved a profound understanding of how to\r\nuse and make magic items:\r\n[br]\r\n\u2022 You can attune to up to four magic items at once.\r\n[br]\r\n\u2022 If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the\r\nnormal time, and using 1 tier lower than the usual soul gem level.\r\n\r\n[b]Spell-Storing Enchantment\r\n[br][\/b]\r\n[i]11th-level artificer feature\r\n[br][\/i]\r\nYou can now store a spell in an object. Whenever\r\nyou finish a long rest, you can touch one simple or\r\nmartial weapon or one item that you can use as a\r\nspellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell\r\nlist that requires 1 action to cast (you needn't have it\r\nprepared).\r\nWhile holding the object, a creature can take an\r\naction to produce the spell's effect from it, using\r\nyour spellcasting ability modifier. If the spell requires concentration, the creature must concentrate.\r\nThe spell stays in the object until it's been used a\r\nnumber of times equal to your Intelligence\r\nmodifier (minimum of twice) or until you use this\r\nfeature again to store a spell in an object.\r\n\r\nIf a filled soul gem is used when creating this enchantment, you must use a soul gem corresponding to the spell level; common-cantrip, greater-1st, grand-2nd. By this method the object becomes permanently enchanted and can be used by creatures other than you, governed by the rules listed. However when the item has been depleted it can be recharged with another soul gem of the same type or multiple soul gems of a lower tier (costing x2 soul gems per lower tier). Recharging requires an action and can be done regardless of rest.\r\n\r\n[b]Magic Item Savant\r\n[br][\/b]\r\n[i]14th-level artificer feature\r\n[br][\/i]\r\nYour skill with magic items deepens:\r\n[br]\r\n\u2022 You can attune to up to five magic items at once.\r\n[br]\r\n\u2022 You ignore all class, race, spell, and level requirements on attuning to or using a magic item.\r\n\r\n[b]Magic Item Master\r\n[br][\/b]\r\n[i]18th-level artificer feature\r\n[br][\/i]\r\nYou can now attune to up to six magic items at once.\r\n\r\n[b]Soul of Artiface\r\n[br][\/b]\r\n[i]20th-level artificer feature\r\n[br][\/i]\r\nYou have developed a mystical connection to your\r\nmagic items, which you can draw on for protection:\r\n[br]\r\n\u2022 You gain a +1 bonus to all saving throws per\r\nmagic item you are currently attuned to.\r\n[br]\r\n\u2022 If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your\r\nartificer enchantments, causing you to drop to 1 hit\r\npoint instead of 0 (not including enchanments made using soul gems). [anchor|Alchemist]","subclass_options":"\r\n[br]\r\n[h1]Artificer Specalists: Alchemist[\/h1]\r\n[img:5923680|right|600|nolink][i]3rd-level artificer feature\r\n[br][\/i]\r\nAn Alchemist is an expert at combining reagents\r\nto produce mystical effects. Alchemists use their\r\ncreations to give life and to leech it away. Alchemy\r\nis the most widespread of artificer traditions, and its versatility\r\nhas long been valued during times of war and peace.\r\n\r\n[b]Tool Proficiency\r\n[br][\/b]\r\n[i]3rd-level Alchemist feature\r\n[br][\/i]\r\nYou gain proficiency with alchemist's supplies. If\r\nyou already have this proficiency, you gain proficiency with one other type of artisan's tools of\r\nyour choice.\r\n\r\n[b]Alchemist Spells\r\n[br][\/b]\r\n[i]3rd-level Alchemist feature\r\n[br][\/i]\r\nYou always have certain spells prepared after you\r\nreach particular levels in this class, as shown. These spells count as artificer spells for you, but they don't count against the\r\nnumber of artificer spells you prepare.\r\n\r\n[b]3rd:[\/b] [i]@[Healing Elixir](spell:b7b7b43f-2a5c-41df-a6d3-786323d22efe), @[Ray of Sickness](spell:c768ab8d-57ff-47ed-af49-76f6a88ca621)[\/i]\r\n[br]\r\n[b]5th:[\/b][i] @[Dragon's Breath](spell:63de4789-5860-4c59-a87c-b86447d759ad), @[Acid Arrow](spell:5caedb30-815a-46ac-bbcb-865e366792c5)[\/i]\r\n[br]\r\n[b]9th:[\/b] [i]@[Gaseous Form](spell:b01cfb1f-0db4-44a8-b932-fd1131042a05), @[Mass Healing Word](spell:247d6c46-db86-4eb5-9ad5-39e083f2f8b4)[\/i]\r\n[br]\r\n[b]13th:[\/b] [i]@[Blight](spell:5dfecfc8-2e4e-4616-896e-29917008b82c), @[Death Ward](spell:fe34da3b-e71c-49bc-a41a-852ccd26916c)[\/i]\r\n[br]\r\n[b]17th:[\/b] [i]@[Cloudkill](spell:d29b3fe8-fb88-48bb-aef0-f95fd883991b), @[Raise Dead](spell:2684a13e-96d1-4cd4-88eb-cd8568b37a55)[\/i]\r\n\r\n[b]Experimentalist\r\n[br][\/b]\r\n3rd-level Alchemist feature\r\n[br]\r\nThe time taken to learn the recipies of potions and poisons through experimentation is halved for you and the time taken to learn a recipe through study of a written recipe is also halved again for you. Additonally when creating a potion or poison with a rarity of common, you can do so by combining only two of the ingredients listed and when creating a potion or poison with a rarity of uncommon, you can do so by combining only three.\r\n\r\n[b]Experimental Elixir\r\n[br][\/b]\r\n5th-level Alchemist feature\r\n[br]\r\nWhenever you finish a long rest, you can magically produce an experimental elixir in an empty\r\nflask you touch. Roll on the Experimental Elixir\r\ntable for the elixir's effect, which is triggered when\r\nsomeone drinks the elixir. As an action, a creature\r\ncan drink the elixir or administer it to an incapacitated creature.\r\nYou can create additional experimental elixirs\r\nby expending a spell slot of 1st level or higher for\r\neach one. When you do so, you use your action to\r\ncreate the elixir in an empty flask you touch, and\r\nyou choose the elixir's effect from the Experimental\r\nElixir table. \r\n\r\nCreating an experimental elixir requires you to\r\nhave alchemist supplies on your person, and any\r\nelixir you create with this feature lasts until it is\r\ndrunk or until the end of your next long rest.\r\nWhen you reach certain levels in this class, you\r\ncan make more elixirs at the end of a long rest: two\r\nat 6th level and three at 15th level. Roll for each\r\nelixir's effect separately. Each elixir requires its\r\nown flask.\r\n\r\n[block:1546035]\r\n\r\n[b]Alchemical Savant\r\n[br][\/b]\r\n[i]5th-level Alchemist feature\r\n[br][\/i]\r\nYou've developed masterful command of magical\r\nchemicals, enhancing the healing and damage you\r\ncreate through them. Whenever you cast a spell\r\nusing your alchemist's supplies as the spellcasting\r\nfocus, you gain a bonus to one roll of the spell. That\r\nroll must restore hit points or be a damage roll that\r\ndeals acid, fire, necrotic, or poison damage, and\r\nthe bonus equals your Intelligence modifier (minimum of +1).\r\n\r\n[b]Restorative Reagents\r\n[br][\/b]\r\n[i]9th-level Alchemist feature\r\n[br][\/i]\r\nYou can incorporate restorative reagents into some\r\nof your works:\r\n[br]\r\n\u2022 Whenever a creature drinks an experimental\r\nelixr you created, the creature gains temporary\r\nhit points equal to 2d6 + your Intelligence modifier\r\n(minimum of 1 temporary hit point).\r\n[br]\r\n\u2022 You can cast @[Lesser Restoration](spell:b287d1d1-5e6d-4f52-8ee2-312843438453) without expending a spell slot and without preparing the spell,\r\nprovided you use alchemist's supplies as the spellcasting focus. You can do so a number of times\r\nequal to your Intelligence modifier (minimum of\r\nonce), and you regain all expended uses when you\r\nfinish a long rest.\r\n\r\n[b]Chemical Mastery\r\n[br][\/b]\r\n[i]15th-level Alchemist feature\r\n[br][\/i]\r\nYou have been exposed to so many chemicals that\r\nthey pose little risk to you, and you can use them to\r\nquickly end certain ailments:\r\n[br]\r\n\u2022 You gain resistance to acid damage and poison\r\ndamage, and you are immune to the poisoned\r\ncondition.\r\n[br]\r\n\u2022 You can cast @[Greater Restoration](spell:74a4d87b-556f-43f9-803f-39781c11754d) and @[Heal Other](spell:ab7c91ea-68eb-41d8-8ebe-d74f70c1ce5f) without\r\nexpending a spell slot, without preparing the spell,\r\nand without material components, provided you\r\nuse alchemist's supplies as the spellcasting focus.\r\nOnce you cast either spell with this feature, you\r\ncan't cast that spell with it again until you finish a\r\nlong rest.\r\n[anchor|Arcane-Armourer]\r\n[hr]\r\n[img:5923852|left|500|nolink]\r\n\r\n[h1]Artificer Specialist: Arcane Armourer[\/h1]\r\n[i]3rd-level artificer feature\r\n[br][\/i]\r\nAn artificer who specializes as an Armourer modifies\r\narmour to function almost like a second skin. The\r\narmour is enhanced to hone the artificer's magic,\r\nunleash potent attacks, and generate a formidable\r\ndefense. The artificer bonds with this armour, becoming one with it even as they experiment with it and\r\nrefine its magical capabilities.\r\n\r\n[b]Tools of the Trade\r\n[br][\/b]\r\n[i]3rd-level Arcane Armourer feature\r\n[br][\/i]\r\nYou gain proficiency with heavy armour. You also\r\ngain proficiency with smith's tools. If you already\r\nhave this tool proficiency, you gain proficiency with\r\none other type of artisan's tools of your choice.\r\n\r\n[b]Armourer Spells\r\n[br][\/b]\r\n[i]3rd-level Arcane Armourer feature\r\n[br][\/i]\r\nYou always have certain spells prepared after you\r\nreach particular levels in this class, as shown. These spells count as artificer\r\nspells for you, but they don't count against the number of artificer spells you prepare.\r\n\r\n[b]3rd:[\/b] [i]@[Magic Missile](spell:982f4584-e542-4681-afca-52e5b4267512), @[Thunderwave](spell:0811bffd-ae2e-48b1-b1c1-cfb8186f5a4b)[\/i]\r\n[br]\r\n[b]5th:[\/b] [i]@[Mirror Image](spell:98070f19-c0ea-4820-ab52-8537f96ce56d), @[Shatter](spell:e5a1dcd3-37a7-413e-81aa-edd3e3de7bbf)[\/i]\r\n[br]\r\n[b]9th:[\/b] [i]@[Hypnotic Pattern](spell:5e98fd37-fb07-44a7-9517-6c12d57e3f6f), @[Lightning Arrow](spell:5814bdbc-e1a3-4a62-9f9f-1421e5a6a986)[\/i]\r\n[br]\r\n[b]13th:[\/b] [i]@[Elemental Cloak](spell:000f2c2b-9b6c-4f87-ab99-8e0f737a2603), @[Greater Invisibility](spell:3db57ee7-1117-4448-b471-ca96b38a3548)[\/i]\r\n[br]\r\n[b]17th:[\/b] [i]@[Passwall](spell:aa45e720-736d-4aa2-adfb-381d8b58419b), @[Wall of Force](spell:231497b5-65d8-40e5-9132-7595324f8efb)[\/i]\r\n\r\n[b]Arcane Armour\r\n[br][\/b]\r\n[i]3rd-level Arcane Armourer feature\r\n[br][\/i]\r\nYour metallurgical pursuits have led to you making armor a conduit for your magic. As an action,\r\nyou can turn a suit of armour you are wearing\r\ninto Arcane Armour, provided you have smith's\r\ntools in hand.\r\nYou gain the following benefits while wearing\r\nthis armor:\r\n[br]\r\n[br]\r\n\u2022 If the armour normally has a Strength requirement,\r\nthe arcane armor lacks this requirement for you.\r\n[br]\r\n\u2022 You can use the arcane armour as a spellcasting\r\nfocus for your artificer spells.\r\n[br]\r\n\u2022 The armour attaches to you and can't be removed\r\nagainst your will. It also expands to cover your\r\nentire body, although you can retract or deploy the\r\nhelmet as a bonus action. The armour replaces any missing limbs, functioning identically to a limb\r\nit replaces.\r\n[br]\r\n\u2022 You can doff or don the armour as an action.\r\nThe armour continues to be Arcane Armour until\r\nyou don another suit of armour or you die.\r\n\r\nYou can modify your armour to include special benefits while you wear it, including a special weapon. When you\r\nattack with this weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to\r\nthe attack and damage rolls. Choose two of the following options:\r\n\r\n[u]Self Repair:[\/u] As a bonus action, you can gain\r\ntemporary hit points equal to your level in this\r\nclass, replacing any temporary hit points you already have. You lose these temporary hit points if\r\nyou doff the armor. You can use this bonus action\r\na number of times equal to your proficiency bonus,\r\nand you regain all expended uses when you finish\r\na long rest.\r\n\r\nor\r\n\r\n[u]Muffled:[\/u] You have advantage on Dexterity\r\n(Stealth) checks. If the armor normally imposes\r\ndisadvantage on such checks, the advantage and\r\ndisadvantage cancel each other, as normal. Additionally your walking speed increases by 5 feet.\r\n\r\nor\r\n\r\n[u]Pugilist Gauntlets:[\/u] Each of the armor's gauntlets\r\ncounts as a simple melee weapon while you aren't\r\nholding anything in it, and it deals 1d8 bludgening\r\ndamage on a hit. A creature hit by the gauntlet has\r\ndisadvantage on attack rolls against targets other\r\nthan you until the start of your next turn, as the armor magically emits a distracting pulse when the\r\ncreature attacks someone else.\r\n\r\nor\r\n\r\n[u]Inbuilt Crossbow:[\/u] A small crossbow appears on\r\none of your armored wrists. It counts as a simple ranged weapon, with\r\na normal range of 90 feet and a long range of 300\r\nfeet, and it deals 1d6 piercing damage on a hit.\r\nOnce on each of your turns when you hit a creature with it, you can deal an extra 1d6 piercing\r\ndamage to that target or another target directly behind them. [anchor|Extra-Attack]\r\n\r\n[hr]\r\n[img:5923683|right|600|nolink][b]Extra Attack\r\n[br][\/b]\r\n[i]5th-level Arcane Armourer feature\r\n[br][\/i]\r\nYou can attack twice, rather than once, whenever\r\nyou take the Attack action on your turn.\r\n\r\n[b]Armour Modifications\r\n[br][\/b]\r\n[i]9th-level Arcane Armourer feature\r\n[br][\/i]\r\nYou learn how to use your artificer enchantments to specially modify your Arcane Armor. That armour now\r\ncounts as separate items for the purposes of your\r\nEnchant Items feature: curiass, boots,\r\nhelmet, and gauntlets. In addition,\r\nthe maximum number of items you can enchant at\r\nonce increases by 2, but those extra items must be\r\npart of your Arcane Armor. The individual Arcane Armour pieces (apart from the curiass) cannot be enchanted using soul gems.\r\n[hr]\r\n[b]Daedric Armourer\r\n[br][\/b]\r\n[i]15th-level Armourer feature\r\n[br][\/i]\r\nYou are now able to work with Ebony and Deadra hearts to create Deadric armour, or can use deadric armour you find in your exploration and modify it to include special benefits while you wear it, including special weapons. When you\r\nattack with these weapons, you can add your Intelligence modifier, instead of Strength or Dexterity, to\r\nthe attack and damage rolls. Choose two of the following options, which replace any picks from your Arcane Armour feature:\r\n\r\n[u]Clawed Gauntlets (replaces pugilist):[\/u] Each of the armor's gauntlets\r\ncounts as a simple melee weapon while you aren't\r\nholding anything in it, and it deals 1d8 slashing\r\ndamage on a hit and also deals an additonal (unmodified) 1d8 fire damage. A creature hit by the gauntlet has\r\ndisadvantage on attack rolls against targets other\r\nthan you until the start of your next turn.\r\n\r\nor\r\n\r\n[u]Defensive Field (replaces self repair):[\/u] As a bonus action, you can gain\r\ntemporary hit points equal to your level in this\r\nclass + your Intelligence modifier, replacing any temporary hit points you already have. You lose these temporary hit points if\r\nyou doff the armor. You can use this bonus action\r\na number of times equal to your proficiency bonus,\r\nand you regain all expended uses when you finish\r\na long rest.\r\n\r\nor\r\n\r\n[u]Flaming Strike:[\/u] A gemlike node appears on\r\none of your armored fists or on the chest (your\r\nchoice). It counts as a simple ranged weapon, with\r\na normal range of 90 feet and a long range of 300\r\nfeet, and it deals 2d6 fire damage on a hit.\r\nOnce on each of your turns when you hit a creature with it, you deal an extra (unmodified) 1d6 fire\r\ndamage to that target and any other target within 5 feet of them.\r\n\r\nor\r\n\r\n[u]Eldritch Suit:[\/u] The eldritch nature of your armour gives you advantage on any strength checks and saving throws while you are wearing it. Your walking speed also increases by 5 feet.\r\n\r\n[b]In addition choose one of the following options (does not replace):[\/b]\r\n\r\n[u]Predator:[\/u] When a Huge or smaller creature you\r\ncan see ends its turn within 30 feet of you, you can\r\nuse your reaction to magically force the creature to\r\nmake a Strength saving throw against your spell\r\nsave DC, pulling the creature up to 30 feet toward\r\nyou to an unoccupied space. If you pull the target to\r\na space within 5 feet of you, you can make a melee\r\nweapon attack against it as part of this reaction.\r\nYou can use this reaction a number of times equal\r\nto your proficiency bonus, and you regain all expended uses of it when you finish a long rest.\r\n\r\nor\r\n\r\n[u]Inferno:[\/u] Any creature that takes fire damage from your Flame Strike flickers with\r\neldritch flame until the start of your next turn. The\r\ncreature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against\r\nyou, as the flame jolts it if it attacks you. In addition,\r\nthe next attack roll against it has advantage, and if\r\nthat attack hits, the target takes an extra ld6 fire damage.\r\n[anchor|Soul-Weaver]\r\n[hr]\r\n[img:5923811|left|500|nolink]\r\n\r\n[h1]Artificer Specialist: Soul Weaver[\/h1]\r\n[i]3rd-level artificer feature\r\n[br][\/i]\r\nAn Artificer of this subclass specialises in using soul gems to create, more powerful, permenant enchantments to create magical objects of great value. Thier talents are valued on a par with the great magical schools and can often be found among in the company of colleges of magical learning. When you take this subclass the enchatments found in the \"Artificer Enchantments\" section at the end of the class's description can be made permanent, no longer counting against your maximum number of enchantments, if you use filled grand soul gem when you use them to Enchant an item. These enchantments will never vanish, even if you die. However it is still the case, at this level, that no object can bear more than\r\none of your enchantments at a time.\r\n\r\n[b]Tool Proficiency\r\n[br][\/b]\r\n[i]3rd-level Soul Weaver feature\r\n[br][\/i]\r\nYou gain proficiency with enchanter's tools. If you\r\nalready have this proficiency, you gain proficiency\r\nwith one other type of artisan's tools of your choice.\r\n\r\n[b]Soul Weaver Spells\r\n[br][\/b]\r\n[i]3rd-level Soul Weaver feature\r\n[br][\/i]\r\nYou always have certain spells prepared after you\r\nreach particular levels in this class, as shown. These spells count as artificer spells for you, but they don't count against the\r\nnumber of artificer spells you prepare.\r\n\r\n[b]3rd:[\/b] [i]@[Lesser Ward](spell:f6259705-5088-4dd5-b61e-a78dc26aa733), @[Thunderwave](spell:0811bffd-ae2e-48b1-b1c1-cfb8186f5a4b)[\/i]\r\n[br]\r\n[b]5th:[\/b] [i]@[Soul Trap](spell:d8494a38-3d18-42b9-8f0c-ba341988425a), @[Shatter](spell:e5a1dcd3-37a7-413e-81aa-edd3e3de7bbf)[\/i]\r\n[br]\r\n[b]9th:[\/b] [i]@[Flame Arrows](spell:d2ee2d81-5417-48e6-b96b-f39b20b7ce21), @[Steadfast Ward](spell:d54fb6f5-7545-42ca-8c73-a29e74b8ed79)[\/i]\r\n[br]\r\n[b]13th:[\/b] [i]@[Frost Arrows](spell:d4601020-36a6-45a5-847c-68ee6b50887d), @[Greater Soul Trap](spell:d8e5db88-60d3-4b4e-bcbc-d36310c3717a)[\/i]\r\n[br]\r\n[b]17th:[\/b] [i]@[Animate Objects](spell:b9c33c6e-d6c6-48e8-ab50-b7d35707d1b4), @[Wall of Force](spell:231497b5-65d8-40e5-9132-7595324f8efb)[\/i]\r\n[hr]\r\n[b]Grand Staff\r\n[br][\/b]\r\n[i]3rd-level Soul Weaver feature\r\n[br][\/i]\r\nYou've learned how to create a grand enchanted staff of magical power, using a staff you have or one you create using woodcarver's tools or smith's tools, along with a filled grand soul gem. Once you create a grand staff, you can't do so again until you expend another grand soul gem to create one. You can have only one grand staff at a time. The staff can be used as a spellcasting focus for your spells while in your hand and as an action can also be planted into the ground, allowing you to to use its special ability while being up to 60ft away from it.\r\n\r\nWhile planted, the grand staff has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+O). If the mending spell is cast on it, only while in the casters hand, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points. As an action you can cause the planted staff to fly back to your hand, so long as you are within 60ft and there is an unobstructed route (it will avoid obstacles). If it is picked up by another creature, your grand staff remains under your control while you are within 60ft, allowing you to still use its special ability. If you will it, that creature must make a strength check against your spell save DC to pick it up. If you recall the staff while another creature has picked it up, that creature must make another strength check against your spell save DC to keep it in thier hand.\r\n\r\n[img:5923812|right|600|nolink]The staff has a number of special ability uses equal to your proficiency bonus or your Intelligence modifier, whichever is highest. The staff's uses reset after a long rest or if recharged using a (filled) grand soul gem or equivilent number of lower tier (filled) soul gems. On each of your turns, you can take a bonus action to cause the grand staff to activate if you are within 60 feet of it. Choosing one of the following special abilites:\r\n\r\n[u]Flamethrower:[\/u] The staff exhales fire in an adjacent\r\n15-foot cone that you designate. Each\r\ncreature in that area must make a Dexterity saving throw against your spell save\r\nDC, taking 2d8 fire damage on a failed\r\nsave or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being\r\nworn or carried.\r\n\r\nor\r\n\r\n[u]Force:[\/u] Make a ranged spell attack, originating\r\nfrom the staff, at one creature or\r\nobject within 120 feet of it. On a hit, the\r\ntarget takes 2d8 force damage, and if the\r\ntarget is a creature, it is knocked prone.\r\n\r\nor\r\n\r\n[u]Protector:[\/u] The staff emits a burst of positive energy that grants itself and each creature (max 6) of your choice within 10 feet of it a number of temporary hit points equal to 1d8\r\n+ your Intelligence modifier (minimum\r\nof +1). [anchor|Arcane-Runes]\r\n\r\n[hr][b]Arcane Runes\r\n[br][\/b]\r\n[i]5th-level Soul Weaver feature\r\n[br][\/i]\r\nAs an action, you can use woodcarver's tools to carve special sigils into a wand, staff,\r\nor rod including your grand staff, or inscribe them onto the ground as an action. The sigils disappear from the object if you later\r\ncarve them on a different item. The sigils otherwise last indefinitely. You can use any item bearing these runes as a spellcasting\r\nfocus for your artificer spells, so long as it is within 60ft of you. At 9th-level this distance increases to 120ft of you.\r\n\r\n[b]Grand Weapon\r\n[br][\/b]\r\n[i]9th-level Soul Weaver feature\r\n[br][\/i]\r\nInstead of using a grand staff, you can enchant any melee weapon into a grand weapon, which will have the same abilites and rules as a grand staff, the grand weapon can also bear your arcane runes. In addition the grand weapons special ability damage and temporary hit points will increase by 1d8. The grand weapons number of special ability uses now equal your proficiency bonus + your Intelligence modifier. Your ability to use and recall the grand weapon will also increase to 120ft in all regards.\r\n\r\nThe grand weapon can be thrown using an action, counting as a simple thrown weapon with a short and long range of 60\/120, with a hit counting as a single melee attack with the weapon. The thrown attack is magical in nature, with the grand weapon flying towards the target, dodging any obstacles, making the ranged attack unaffected by cover. If you choose to continue using a staff as your grand weapon, it will count as a quaterstaff for this purpose. In addition if you choose, as an action or as a reaction if the grand weapon leaves a range of 120ft from you, you can cause it to detonate. Doing so destroys the grand weapon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 8d8 force damage on a failed save or half as much damage on a successful one.\r\n\r\n[b]Soul Scribe\r\n[br][\/b]\r\n[i]11th-level Soul Weaver feature\r\n[br][\/i]\r\nWhen using the Spell-Storing Enchantment feature, enchanted items made can be made and recharged using filled soul gems with now lesser-cantrip, common-1st, greater-2nd and now also grand-3rd. Additonally when using this feature, the items you can enchant are no longer limited to weapons and spellcasting focuses and if the item you are enchanting is a roll of partchment, instead of a single reusable enchanted item you create 2d4 single use scrolls of that spell.\r\n\r\n[b]Master Enchanter\r\n[br][\/b]\r\n[i]15th-level Soul Weaver feature\r\n[br][\/i]\r\nYou can now enchant items twice rather than once, this applies to the \"Artificer Enchantments\" listed at the end of the class description, Spell-Storing enchantments and your grand weapon. This also applies to items permanently enchanted using soul gems. With the exception of scrolls, which are always single-use single-enchantment. Using a permanent soul gem enchantment with this feature, will still require another (filled) soul gem to create as normal. However to recharge it (if using a spell storing enchantment) will only reqiure filled soul gems corresponding to the highest spell level on that item. Additionally with this feature, for the purpose of recharging only, you can use a (filled) soul gem of a tier 1 lower. Greater-3rd, common-2nd, lesser-1st and petty-cantrip. [anchor|Dwemer-Smith]\r\n[hr]\r\n[img:5923682|left|500|nolink]\r\n\r\n[h1]Artificer Specialist: Dwemer Smith[\/h1]\r\n[i]3rd level Artificer feature\r\n[br][\/i]\r\nA blacksmith who delves into the lost knowledge of the once great Dwemer civilisation, a Dwemer Smith goes beyond simply creating basic weapons and armour from reclaimed Dwemer metals. Instead they seek to recreate the great works of those lost peoples, refining Dwemer armour into powered suits like the Dwemer warriors of old once wore. Recreating and reconfiguring the powerful constructs that still roam the Dwemer ruins to serve thier own ends. Mastering the powers of magic, metal and steam.\r\n\r\n[b]Dwemer Scholar\r\n[br][\/b]\r\n[i]3rd-level Dwemer Smith feature\r\n[br][\/i]\r\nYour research and your experiments with dwemer technology have paid off in the following ways:\r\n[br]\r\n\u2022 You gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with\r\none other type of artisan's tools of your choice.\r\n[br]\r\n\u2022 You can speak, read and write the dwemer language.\r\n[br]\r\n\u2022 You gain proficiency with heavy armour.\r\n[br]\r\n\u2022 You do not need to meet the strength requirement to use Dwemer armour.\r\n\r\n[b]Dwemer Smith Spells\r\n[br][\/b]\r\n[i]3rd-level Dwemer Smith feature\r\n[br][\/i]\r\nYou always have certain spells prepared after you\r\nreach particular levels in this class, as shown. These spells count as artificer spells for you, but they don't count against the\r\nnumber of artificer spells you prepare.\r\n\r\n[b]3rd:[\/b] [i]@[Sparks](spell:cfe51b4b-415f-4022-a622-fac69afde9f7), @[Grease](spell:ef9e05d9-a149-4089-83ed-310895a78807)[\/i]\r\n[br]\r\n[b]5th:[\/b] [i]@[Cloud of Daggers](spell:fb65c6ac-75ba-48fd-83f5-ebd7524045c9), @[Heat Metal](spell:d080070f-1880-4f4e-80ff-c7ad012ab8f8)[\/i]\r\n[br]\r\n[b]9th:[\/b] [i]@[Lightning Arrow](spell:5814bdbc-e1a3-4a62-9f9f-1421e5a6a986), @[Conjure Barrage](spell:2e54dde1-db51-4450-b7d9-a931c7cd1561)[\/i]\r\n[br]\r\n[b]13th:[\/b] [i]@[Fabricate](spell:3efa4911-70ab-4f5d-b6f4-017dc5aee60b), @[Elemental Bane](spell:bac898f4-09cd-469c-a25d-80418a612b86)[\/i]\r\n[br]\r\n[b]17th:[\/b] [i]@[Conjure Volley](spell:e2d0e978-4652-4926-9d5b-4faf5c70339d), @[Animate Objects](spell:b9c33c6e-d6c6-48e8-ab50-b7d35707d1b4)[\/i]\r\n\r\n[b]Dwemer Spider\r\n[br][\/b]\r\n[i]3rd-level Dwemer Smith feature\r\n[br][\/i]\r\nWith smith's tools, dwemer scrap metal, 4 [blocklink:1480778] and a (filled) lesser soul gem, you can now create a companion, the [blocklink:1467892], it is friendly to you and your companions and it obeys your commands. In combat, the dwemer spider shares your initiative\r\ncount, but it takes its turn immediately after yours.\r\nIt can move and use its reaction on its own, but the\r\nonly action it takes on its turn is the Dodge action,\r\nunless you take a bonus action on your turn to command it to take another action. That action can be\r\none in its stat block or some other action. If you are\r\nincapacitated, the dwemer spider can take any action\r\nof its choice, not just Dodge.\r\n\r\nThe dwemer spider regains 2d6 hit points if the\r\nmending spell is cast on it. If it has died within the last\r\nhour, you can use your smith's tools as an action\r\nto revive it, provided you are within 5 feet of it and\r\nyou expend a spell slot of 1st level or higher. The\r\ndwemer spider returns to life after 1 minute with all its hit\r\npoints restored.\r\n\r\nAt the end of a long rest, you can create a new\r\ndwemer spider if you have the nessasary components with you. If\r\nyou already have a dwemer spider from this feature, the\r\nfirst one immediately perishes. The dwemer spider also\r\nperishes if you die. [anchor|Dwemer-Armourer]\r\n[hr]\r\n[img:5893133|right|400|nolink][b]Dwemer Armourer\r\n[br][\/b]\r\n[i]3rd-level Dwemer Smith feature\r\n[br][\/i]\r\nYou learn dwemer smithing, you can now craft superior weapons and armour that use dwemer ingots. If your armour is Dwemer in origin, whether it's armour you find in your explorations or craft yourself from Dwemer scrap metals, you can modify it to include special benefits while you wear it, including special weapons. When you attack with these weapons, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. Choose one of the following options:\r\n\r\n[u]Thunder Gauntlets:[\/u] Each of the armor's gauntlets\r\ncounts as a simple melee weapon while you aren't\r\nholding anything in it, and it deals 1d8 thunder\r\ndamage on a hit. A creature hit by the gauntlet has\r\ndisadvantage on attack rolls against targets other\r\nthan you until the start of your next turn, as the armor magically emits a distracting pulse when the\r\ncreature attacks someone else.\r\n\r\nor\r\n\r\n[u]Defensive Field:[\/u] As a bonus action, you can gain\r\ntemporary hit points equal to your level in this\r\nclass, replacing any temporary hit points you already have. You lose these temporary hit points if\r\nyou doff the armor. You can use this bonus action\r\na number of times equal to your proficiency bonus,\r\nand you regain all expended uses when you finish\r\na long rest.\r\n\r\nor\r\n\r\n[u]Lightning Launcher:[\/u] A gemlike node appears on\r\none of your armored fists or on the chest (your\r\nchoice). Or as a seperate weapon that can be used independently of the armour. It counts as a simple ranged weapon, with\r\na normal range of 90 feet and a long range of 300\r\nfeet, and it deals 1d6 lightning damage on a hit.\r\nOnce on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning\r\ndamage to that target or another target within 5 feet of them.\r\n\r\nor\r\n\r\n[u]Powered Suit:[\/u] Gain advantage on strength checks and strength saving throws. Additonally your walking speed increases by 5 feet, however the mechanical nature of the armour renders you incapable of Stealth while you are wearing it (if you have an enchantment that would normally impose adavantage, the incapablity becomes a disadvantage).\r\n\r\n[hr][b]Extra Attack\r\n[br][\/b]\r\n[i]5th-level Dwemer Smith feature\r\n[br][\/i]\r\nYou can attack twice, rather than once, whenever\r\nyou take the Attack action on your turn. [anchor|Dwemer-Sphere]\r\n\r\n[img:5923681|left|400|nolink][b]Dwemer Sphere\r\n[br][\/b]\r\n[i]5th-level Dwemer Smith feature\r\n[br][\/i]\r\nInstead of dwemer spider, using smith's tools, dwemer scrap metal, 4 [blocklink:1480778] and a (filled) common soul gem you can now construct a [blocklink:1467911], It's friendly to you and your companions,\r\nand it obeys your commands. In combat, the dwemer sphere shares your initiative\r\ncount, but it takes its turn immediately after yours.\r\nIt can move and use its reaction on its own, but the\r\nonly action it takes on its turn is the Dodge action,\r\nunless you take a bonus action on your turn to command it to take another action. That action can be\r\none in its stat block or some other action. If you are\r\nincapacitated, the dewmer sphere can take any action of its\r\nchoice, not just Dodge.\r\nIf the mending spell is cast on the dwemer sphere, it\r\nregains 2d6 hit points. If it has died within the last\r\nhour, you can use your smith's tools as an action\r\nto revive it, provided you are within 5 feet of it and\r\nyou expend a spell slot of 1st level or higher. The\r\ndwemer sphere returns to life after 1 minute with all its hit\r\npoints restored.\r\nAt the end of a long rest, you can create a new\r\ndwemer sphere if you have the nessasary components with you. If\r\nyou already have a construct from this, or the dwemer spider feature, the\r\nfirst one immediately perishes. The sphere also\r\nperishes if you die.\r\n[br]\r\n[br]\r\n[br]\r\n[b]Arcane Jolt\r\n[br][\/b]\r\n[i]9th-level Dwemer Smith feature\r\n[br][\/i]\r\nYou've learned new ways to channel arcane energy\r\nto harm or heal. When either you hit a target with\r\nyour lightning launchers\/thunder guantlets attack or your dwemer construct hits a\r\ntarget, you can channel magical energy through the\r\nstrike to create one of the following effects:\r\n[br]\r\n\u2022 The target takes an extra 2d6 force damage.\r\n[br]\r\n\u2022 Choose one creature or object you can see within\r\n30 feet of the target. Healing energy flows into the\r\nchosen recipient, restoring 2d6 hit points to it.\r\nYou can use this energy a number of times equal\r\nto your Intelligence modifier (minimum of once), but\r\nyou can do so no more than once on a turn. You regain all expended uses when you finish a long rest.\r\n\r\n[b]Improved Construction\r\n[br][\/b]\r\n[i]15th-level Dwemer Smith feature\r\n[br][\/i]\r\nAt this level you are able to construct and sustain both the Dwemer Spider and the Dwemer Sphere simultainiously. Additionally your Dwemer Sphere and your Arcane jolt have become\r\nmore powerful:\r\n[br]\r\n\u2022 The extra damage and the healing of your Arcane\r\nJolt both increase to 4d6.\r\n[br]\r\n\u2022 Your dwemer sphere gains a +2 bonus to\r\nArmor Class.\r\n[br]\r\n\u2022 Whenever your dwemer sphere uses its Retract, any attacker that hits within 5ft of it takes force damage equal to 1d4\r\n+ your Intelligence modifier.\r\n\r\n[hr][h3]Artificer Enchantments[\/h3]\r\n[anchor|Artificer-Enchantments]\r\n\r\n[b]Dwemer Propulsion Armour\r\n[br][\/b]\r\n[i]Prerequisite: 14th-level artificer\r\n[br][\/i]\r\n[i]Item: A suit of dwemer armour (requires attunement)\r\n[br][\/i]\r\nThe wearer of this armor gains these benefits:\r\n[br]\r\n\u2022 The wearer's walking speed increases by 5 feet.\r\n[br]\r\n\u2022 The armour includes gauntlets, each of which is\r\na magic melee weapon that can be wielded only\r\nwhen the hand is holding nothing. The wearer is\r\nproficient with the gauntlets, and each one deals\r\n1d8 force damage on a hit and has the thrown\r\nproperty, with a normal range of 20 feet and a\r\nlong range of 60 feet. When thrown, the gauntlet\r\ndetaches and flies at the attack's target, then immediately returns to the wearer and reattaches.\r\n[br]\r\n\u2022 The armor can't be removed against the\r\nwearer's will.\r\n[br]\r\n\u2022 If the wearer is missing any limbs, the armor\r\nreplaces those limbs-hands, arms, feet, legs, or\r\nsimilar appendages. The replacements function\r\nidentically to the body parts they replace.\r\n\r\n[img:5923878|right|600|nolink][b]Armour of Magical Strength\r\n[br][\/b]\r\n[i]Item: A suit of armour (requires attunement)\r\n[br][\/i]\r\nThis armour has 6 charges. The wearer can expend\r\nthe armour's charges in the following ways:\r\n[br]\r\n\u2022 When the wearer makes a Strength check or a\r\nStrength saving throw, it can expend 1 charge\r\nto add a bonus to the roll equal to its Intelligence modifier.\r\nIf the creature would be knocked prone, it can\r\nuse its reaction to expend 1 charge to avoid being\r\nknocked prone.\r\n[br]\r\nThe armor regains 1d6 expended charges\r\ndaily at dawn.\r\n\r\n[b]Boots of the Winding Path\r\n[br][\/b]\r\n[i]Prerequisite: 6th-level artificer\r\n[br][\/i]\r\n[i]Item: A pair of boots (requires attunement)\r\n[br][\/i]\r\nWhile wearing these boots, a creature can teleport\r\nup to 15 feet as a bonus action to an unoccupied\r\nspace the creature can see. The creature must\r\nhave occupied that space at some point during the\r\ncurrent turn.\r\n\r\n[b]Enhanced Arcane Focus\r\n[br][\/b]\r\n[i]Item: A rod, staff, or wand (requires attunement)\r\n[br][\/i]\r\nWhile holding this item, a creature gains a + 1 bonus\r\nto spell attack rolls. In addition, the creature ignores\r\nhalf cover when making a spell attack.\r\nThe bonus increases to +2 when you reach 10th\r\nlevel in this class.\r\n\r\n[b]Enhanced Defence\r\n[br][\/b]\r\n[i]Item: A suit of armor or a shield\r\n[br][\/i]\r\nA creature gains a+ 1 bonus to Armor Class\r\nwhile wearing (armor) or wielding (shield) the infused item.\r\nThe bonus increases to +2 when you reach 10th\r\nlevel in this class.\r\n\r\n[b]Enhanced Weapon\r\n[br][\/b]\r\n[i]Item: A simple or martial weapon\r\n[br][\/i]\r\nThis magic weapon grants a +1 bonus to attack and\r\ndamage rolls made with it.\r\nThe bonus increases to +2 when you reach 10th\r\nlevel in this class.\r\n\r\n[b]Helm of Awareness\r\n[br][\/b]\r\n[i]Prerequisite: 10th-level artificer\r\n[br][\/i]\r\n[i]Item: A helmet (requires attunement)\r\n[br][\/i]\r\nWhile wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't\r\nbe surprised, provided it isn't incapacitated. [anchor|Artificer-Enchantments-2]\r\n\r\n[b]Mind Sharpener\r\n[br][\/b]\r\n[i]Item: A suit of armor or robes\r\n[br][\/i]\r\nThe infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the\r\nwearer fails a Constitution saving throw to maintain\r\nconcentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed\r\ninstead. The item regains ld4 expended charges\r\ndaily at dawn.\r\n\r\n[img:5923882|left|600|nolink][b]Radiant Weapon\r\n[br][\/b]\r\n[i]Prerequisite: 6th-level artificer\r\n[br][\/i]\r\n[i]Item: A simple or martial weapon (requires[\/i]\r\n[i]attunement)\r\n[br][\/i]\r\nThis magic weapon grants a + 1 bonus to attack and\r\ndamage rolls made with it. While holding it, the\r\nwielder can take a bonus action to cause it to shed\r\nbright light in a 30-foot radius and dim light for an\r\nadditional 30 feet. The wielder can extinguish the\r\nlight as a bonus action.\r\n\r\nThe weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to take 1d4 radiance damage and be blinded until the end of the attacker's next turn, unless the\r\nattacker succeeds on a Constitution saving throw\r\nagainst your spell save DC. The weapon regains 1d4\r\nexpended charges daily at dawn.\r\n\r\n[br]\r\n[br]\r\n[b]Flame Weapon\r\n[br][\/b]\r\n[i]Prerequisite: 6th-level artificer\r\n[br][\/i]\r\n[i]Item: A simple or martial weapon (requires[\/i]\r\n[i]attunement)\r\n[br][\/i]\r\nThis magic weapon grants a + 1 bonus to attack and\r\ndamage rolls made with it. While holding it, the\r\nwielder can take a bonus action to cause it ignite with flames which shed\r\ndim light in a 30-foot radius. The wielder can extinguish the\r\nflames as a bonus action. The weapon has 4 charges. On a hit with the weapon while ignited, a charge is expended and the target takes 1d8 fire damage. Once all charges are expended the weapon will no longer ignite. The weapon regains 1d4\r\nexpended charges daily at dawn.\r\n\r\n[b]Frost Weapon\r\n[br][\/b]\r\n[i]Prerequisite: 6th-level artificer\r\n[br][\/i]\r\n[i]Item: A simple or martial weapon (requires[\/i]\r\n[i]attunement)\r\n[br][\/i]\r\nThis magic weapon grants a + 1 bonus to attack and\r\ndamage rolls made with it. The weapon is icy cold to the touch and frost vapor emenates from it. The weapon has 4 charges. On a hit with the weapon, you can choose to expend a charge and the target takes 1d6 frost damage and, unless the target succeeds on a Constitution saving throw against your spell save DC, the target is slowed to half thier movement speed until the end of their next turn. The weapon regains 1d4 expended charges daily at dawn.\r\n\r\n[b]Lightning Weapon\r\n[br][\/b]\r\n[i]Prerequisite: 6th-level artificer\r\n[br][\/i]\r\n[i]Item: A simple or martial weapon (requires[\/i]\r\n[i]attunement)\r\n[br][\/i]\r\nThis magic weapon grants a + 1 bonus to attack and\r\ndamage rolls made with it. The weapon gives a static shock to the touch and dim blue light emenates from it in a 10-foot radius. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to take 1d6 lightning damage and, unless the attacker succeeds on a Constitution saving throw against your spell save DC, lose concentration on any spell they are concentrating on. The weapon regains 1d4 expended charges daily at dawn.\r\n\r\n[b]Repeating Shot\r\n[br][\/b]\r\n[i]Item: A simple or martial weapon with the ammunition property (requires attunement)\r\n[br][\/i]\r\nThis magic weapon grants a + 1 bonus to attack and\r\ndamage rolls made with it when it's used to make a\r\nranged attack, and it ignores the loading property if\r\nit has it.\r\nIf you load no ammunition in the weapon, it produces its own, automatically creating one piece of\r\nmagic ammunition when you make a ranged attack\r\nwith it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.\r\n\r\n[b]Repulsion Shield\r\n[br][\/b]\r\n[i]Prerequisite: 6th-level artificer\r\n[br][\/i]\r\n[i]Item: A shield (requires attunement)\r\n[br][\/i]\r\nA creature gains a +1 bonus to Armor Class while\r\nwielding this shield.\r\nThe shield has 4 charges. While holding it,\r\nthe wielder can use a reaction immediately after\r\nbeing hit by a melee attack to expend 1 of the\r\nshield's charges and push the attacker up to 15 feet\r\naway. The shield regains ld4 expended charges\r\ndaily at dawn.\r\n\r\n[b]Resistant Armour\r\n[br][\/b]\r\n[i]Prerequisite: 6th-level artificer\r\n[br][\/i]\r\n[i]Item: A suit of armor (requires attunement)\r\n[br][\/i]\r\nWhile wearing this armor, a creature has resistance\r\nto one of the following damage types, which you\r\nchoose when you infuse the item: acid, cold, fire,\r\nforce, lightning, necrotic, poison, psychic, radiant,\r\nor thunder.\r\n\r\n[b]Returning Weapon\r\n[br][\/b]\r\n[i]Item: A simple or martial weapon with the thrown[\/i]\r\n[i]property\r\n[br][\/i]\r\nThis magic weapon grants a + 1 bonus to attack\r\nand damage rolls made with it, and it returns to the\r\nwielder's hand immediately after it is used to make\r\na ranged attack.\r\n\r\n[b]Spell-Refueling Weapon\r\n[br][\/b]\r\n[i]Prerequisite: 6th-level artificer\r\n[br][\/i]\r\n[i]Item: A ring (requires attunement)\r\n[br][\/i]\r\nWhile wearing this ring, the creature can recover\r\none expended spell slot as an action. The recovered\r\nslot can be of 3rd level or lower. Once used, the ring\r\ncan't be used again until the next dawn. [anchor|Replicable-Items]\r\n\r\n[b]Replicable Items[\/b] \r\n[br]These items count as one of your \"Enchantments Known\" as shown in the Enchantments Known column of the Artificer Table. Creating them takes an mundane item matching the magic items description. If a filled soul gem of the type listed is used, the item replicated will not count as one of your \"Enchanted Items\" as shown in the Enchantments Items column of the Artificer Table:\r\n\r\n[b]Replicable Items (2nd-level Artificer)[\/b]\r\n[table][tr][td][b]Magic Item[\/b][\/td]\r\n[td][b]Soul Gem[\/b][\/td]\r\n[td][b]Attunement[\/b][\/td]\r\n[\/tr]\r\n[tr][td]Alchemy Jug[\/td]\r\n[td]Common[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Bag of Holding[\/td]\r\n[td]Greater[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Cap of Water Breathing[\/td]\r\n[td]Lesser[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Goggles of Night[\/td]\r\n[td]Common[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Rope of Climbing[\/td]\r\n[td]Greater[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Sending Stones[\/td]\r\n[td]Lesser[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Wand of Magic Detection[\/td]\r\n[td]Common[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Wand of Secrets[\/td]\r\n[td]Greater[\/td]\r\n[td]No[\/td]\r\n[\/tr][\/table]\r\n[b]Replicable Items (6th-level Artificer)[\/b]\r\n[table][tr][td][b]Magic Item[\/b][\/td]\r\n[td][b]Soul Gem[\/b][\/td]\r\n[td][b]Attunement[\/b][\/td]\r\n[\/tr]\r\n[tr][td]Boots of Elvenkind[\/td]\r\n[td]Greater[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Cloak of Elvenkind[\/td]\r\n[td]Grand[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Cloak of the Manta Ray[\/td]\r\n[td]Common[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Eyes of Charming[\/td]\r\n[td]Grand[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Gloves of Thievery[\/td]\r\n[td]Common[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Lantern of Revealing[\/td]\r\n[td]Common[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Pipes of Haunting[\/td]\r\n[td]Grand[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Ring of Water Walking[\/td]\r\n[td]Greater[\/td]\r\n[td]No[\/td]\r\n[\/tr][\/table]\r\n[b]Replicable Items (10th-level Artificer)[\/b]\r\n[table][tr][td][b]Magic Item[\/b][\/td]\r\n[td][b]Soul Gem[\/b][\/td]\r\n[td][b]Attunement[\/b][\/td]\r\n[\/tr]\r\n[tr][td]Boots of Striding and Springing[\/td]\r\n[td]Common[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Boots of the Winterlands[\/td]\r\n[td]Common[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Bracers of Archery[\/td]\r\n[td]Common[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Brooch of Shielding[\/td]\r\n[td]Greater[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Cloak of Protection[\/td]\r\n[td]Common[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Eyes of the Eagle[\/td]\r\n[td]Common[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Gauntlets of Ogre Power[\/td]\r\n[td]Greater[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Gloves of Missile Snaring[\/td]\r\n[td]Greater[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Gloves of Swimming and Climbing[\/td]\r\n[td]Greater[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Hat of Disguise[\/td]\r\n[td]Grand[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Headband of Intellect[\/td]\r\n[td]Grand[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Helm of Telepathy[\/td]\r\n[td]Grand[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Medallion of Thoughts[\/td]\r\n[td]Greater[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Necklace of Adaptation[\/td]\r\n[td]Common[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Periapt of Wound Closure[\/td]\r\n[td]Grand[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Pipes of the Sewers[\/td]\r\n[td]Greater[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Quiver of Ehlonna[\/td]\r\n[td]Common[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Ring of Jumping[\/td]\r\n[td]Common[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Ring of Mind Shielding[\/td]\r\n[td]Grand[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Slippers of Spider Climbing[\/td]\r\n[td]Greater[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Winged Boots[\/td]\r\n[td]Grand[\/td]\r\n[td]Yes[\/td]\r\n[\/tr][\/table]\r\n[b]Replicable Items (14th-level Artificer)[\/b]\r\n[table][tr][td][b]Magic Item[\/b][\/td]\r\n[td][b]Soul Gem[\/b][\/td]\r\n[td][b]Attunement[\/b][\/td]\r\n[\/tr]\r\n[tr][td]Amulet of Health[\/td]\r\n[td]Grand[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Belt of Hill Giant Strength[\/td]\r\n[td]Grand[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Boots of Levitation[\/td]\r\n[td]Greater[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Boots of Speed[\/td]\r\n[td]Common[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Bracers of Defence[\/td]\r\n[td]Common[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Cloak of the Bat[\/td]\r\n[td]Grand[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Dimensional Shackles[\/td]\r\n[td]Greater[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Gem of Seeing[\/td]\r\n[td]Grand[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Horn of Blasting[\/td]\r\n[td]Grand[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr][td]Ring of Free Action[\/td]\r\n[td]Greater[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Ring of Protection[\/td]\r\n[td]Common[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr][td]Ring of the Ram[\/td]\r\n[td]Grand[\/td]\r\n[td]Yes[\/td]\r\n[\/tr][\/table]","table_data":"[b]Level | Proficiency Bonus | Class Features | Enchantments Known | Enchanted Items | Cantrips Known | Spell Slots per Spell Level - 1st | 2nd | 3rd | 4th | 5th[\/b]\r\n1st | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features]Magical Tinkering[\/url], [url:https:\/\/www.worldanvil.com\/block\/1420262]Spellcasting[\/url] | - | - | 2 | 2 | - | - | - | -\r\n2nd | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features]Enchant Item[\/url] | 4 | 2 | 2 | 2 | - | - | - | -\r\n3rd | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Alchemist]Alchemist[\/url] \/ [url:https:\/\/www.worldanvil.com\/block\/1420262#Arcane-Armourer]Arcane Armourer[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420262#Soul-Weaver]Soul Weaver[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420262#Dwemer-Smith]Dwemer Smith[\/url], [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features-2]The Right Tool for the Job[\/url] | 4 | 2 | 2 | 3 | - | - | - | -\r\n4th | +2 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features-2]Ability Score Improvement[\/url] | 4 | 2 | 2 | 3 | - | - | - | -\r\n5th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Experimental-Elixir]Alchemical Savant[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420262#Extra-Attack]Extra Attack[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420262#Arcane-Runes]Arcane Runes[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420262#Dwemer-Sphere]Dwemer Sphere[\/url] | 4 | 2 | 2 | 4 | 2 | - | - | -\r\n6th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features-2]Tool Expertise[\/url] | 6 | 3 | 2 | 4 | 2 | - | - | -\r\n7th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features-2]Flash of Genius[\/url] | 6 | 3 | 2 | 4 | 3 | - | - | -\r\n8th | +3 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features-2]Ability Score Improvement[\/url] | 6 | 3 | 2 | 4 | 3 | - | - | -\r\n9th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Experimental-Elixir]Restorative Reagents[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420262#Extra-Attack]Armour Modifications[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420262#Arcane-Runes]Grand Weapon[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420262#Dwemer-Sphere]Arcane Jolt[\/url] | 6 | 3 | 2 | 4 | 3 | 2 | - | -\r\n10th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features-2]Magic Item Adept[\/url] | 8 | 4 | 3 | 4 | 3 | 2 | - | -\r\n11th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features-2]Spell-Storing Enchantment[\/url] | 8 | 4 | 3 | 4 | 3 | 3 | - | -\r\n12th | +4 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features-2]Ability Score Improvement[\/url] | 8 | 4 | 3 | 4 | 3 | 3 | - | -\r\n13th | +5 | - | 8 | 4 | 3 | 4 | 3 | 3 | 1 | -\r\n14th | +5 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features-2]Magic Item Savant[\/url] | 10 | 5 | 4 | 4 | 3 | 3 | 1 | -\r\n15th | +5 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Experimental-Elixir]Chemical Mastery[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420262#Extra-Attack]Daedric Armourer[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420262#Arcane-Runes]Master Enchanter[\/url]\/[url:https:\/\/www.worldanvil.com\/block\/1420262#Dwemer-Sphere]Improved Construction[\/url] | 10 | 5 | 4 | 4 | 3 | 3 | 2 | -\r\n16th | +5 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features-2]Ability Score Improvement[\/url] | 10 | 5 | 4 | 4 | 3 | 3 | 2 | -\r\n17th | +6 | - | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1\r\n18th | +6 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features-2]Magic Item Master[\/url] | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1\r\n19th | +6 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features-2]Ability Score Improvement[\/url] | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2\r\n20th | +6 | [url:https:\/\/www.worldanvil.com\/block\/1420262#Class-Features-2]Soul of Artiface[\/url] | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2","source":"","jsondata":"","tags":"D&D, Homebrew, Elder Scrolls, Skyrim","isShared":"on","templateId":"5460","blockId":"1420262","world":"f4f8efb5-511a-4465-a937-ff6eb7572bd9","folder":"26911"}