Tools of the trade artificer pdf download






















Additionally, Pistols and Muskets benefit from the Arcane Armament feature even if they are not magical. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier, and whenever you attack someone who hasn't acted in combat yet, you can roll an additional weapon die for that attack.

Starting at 14th level, you have mastered the art of infusing your magic into the very deadly pieces of ammunition you use against your enemies. Whenever you make an attack, you can choose to infuse your shot with arcane magic.

Before making the attack, you can expend one spell slot. Choose one of the effects listed below for that attack, and if the attack hits, deal extra force damage to the target in addition of the weapon's damage. The extra damage is a number of d8s equal to the level of the expent slot, to a maximum of 5d8. Sign in to comment. You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Import this file using the "Add Extra Materials" bookmark.

It is recommended to enter the code in a fresh sheet before adding any other information i. Subject: Class. Effect: This script adds a class called the "Artificer" and its 2 subclasses.

Code by: Honiahaka1. Date: sheet v RequiredSheetVersion All of the authors on this product have released several subclass and other character-options books. You can click on our names under 'Author s ' on the right of this page to see what we have to offer. Thanks again! So, I just finished taking in most of Rising from the Last War.

Overall the artificer base class has not changed too drastically and we believe our specialist options still fit in quite nicely. It looks like they moved away from the artificer being predominately a "pet" or minion-based class, however, with the alchemical servant moving to an infusion rather than a full class feature.

We believe our minion-based options provide a unique take on the class while not being totally untrue to the lore. Will this get updated as the Artificer Class gets revised and finally released in the Eberron Book?

One of the creators here. In my opinion it depends on how much the Artificer changes again. If the changes are as big as those from Artificer to Revised Artificer then it may be impossible to update these subclasses without a complete rewrite.

We will have to discuss how to approach the situation when the time comes. If there are only a few minor changes which keep the spirit of the current class intact then yes, there will be an update. Hey Adam!

Firstly, thanks for supporting this product and wanting to see it grow as the class itself grows. I more or less agree with my design partner, Christian. If there are minor tweaks to the class, we should be able to implement those fairly easily and quickly if the changes even warrant these being changed as well. If the class undergoes another total rewrite, like it did from the previous Unearthed Arcana to this, I would still like to update these to the best of our ability, but it would obviously be a longer process and some stuff may be lost in the translation but some stuff may be gained as well!

At 6th level, does the 'Doorbuster Gauntlet' count as a magic weapon? Hey Darrell! The doorbuster gauntlet modification isn't really a "weapon" in the strictest of mechanical terms. It is simply a way to cause a lot of damage to an object. I pictured it thematically as being a way to "Superman punch" even an iron door down, but it is not a weapon. The modification also stipulates that it ignores all resistances and damage thresholds on objects, which should take care of any "only magical weapons can affect this" stuff your DM may have in place.

I hope this helps! Are the new infusions focused on the new subclasses that are introduced in this or are they general infusions that could be used with any subclass? Hey Miguel! Thanks for your interest in our product. The new infusions are not directly tied to the specialties in any way. They could be used by any artificer. If you have any other questions, please let us know. I really love what you've done in this supplement. Excellent work! You've inspired me to work on my own Artificer subclass.

I did have a couple questions relating to the ironclad's temporary hitpoints feature. The armor is active for 10 turns, and while active, confers 5 temporary hitpoints at the beginning of the turn.

How did you intend this to work? I'm making the assumption that this means, the character would receive 5 temporary hitpoints at the beginning of each of those 10 turns. Do unused temporary hitpoints rollover and stack with future temporary hitpoints? Or is it capped at 5 temporary hitpoints per turn?

Hey Alexander! Thanks so much for the kind words and support. When you release that subclass, post it here - we'd love to see it! Temporary hit points do not stack in fifth edition - you always take the highest single source of temporary hit points available to you. For example, when activated the ironclad gains 5 temp HP. If they are hit for 10 damage that turn, they will gain the full 5 the following turn and have still suffered 5 damage on their "normal" hit points.

If they only took 3 damage, however, they would "gain" 2 temporary hit points bringing them back to 5. A more accurate way to say that would be that they then have 2 sources of temporary hit points: 3 and 5. They would choose the 5 as it is higher. You can refer to chapter 9 of the Player's Handbook for more information on temporary hit points.

Hope this helps! Well would ya look at that My first DM played some house rules then, and I just kinda assumed that's how it went. For an embarrassingly long time. Shame on me. Thanks again for your help and your work here! Looking forward to checking out those new infusions! The new infusions are actually already out! You should see a version 1. For each level of the spell, the process takes 2 hours and costs 50 gp.

The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell.

You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.

For this reason, many wizards keep backup spellbooks in a safe place. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a Multiclassing level. Multiclassing allows you to gain levels in multiple When your character gains a level, his or her class classes.

Doing so lets you mix the abilities of those often grants additional features, as detailed in the classes to realize a character concept that might not class description. Some of these features allow you be reflected in one of the standard class options. In addition, instead of gaining a level in your current class.

Alternatively, you can use the fixed remain a member of your original class with just a value shown in your class entry, which is the average few levels in another class, or you might change result of the die roll rounded up.

You might even start progressing in a your hit point maximum increases by 1 for each level third or fourth class. His hit point maximum then To qualify for a new class, you must meet the ability increases by 8. For example, a barbarian who through level 20, and the proficiency bonus for a decides to multiclass into the druid class must have character of that level. Consult the information in both Strength and Wisdom scores of 13 or higher. Hit Points and Hit Dice Class Features You gain the hit points from your new class as When you gain a new level in a class, you get its described for levels after 1st.

If the Hit Dice and Spellcasting. If your classes give you gain a level in a class that also grants the feature, you Hit Dice of different types, keep track of them gain the Channel Divinity effects granted by that separately. You gain additional uses only Dice. Whenever you use character level, as shown in the Character the feature, you can choose any of the Channel Advancement table in chapter 1, not your level in a Divinity effects available to you from your two particular class.

For example, if you are a fighter classes. Monk Simple weapons, shortswords Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass. You determine what spells you know and can prepare for each class Lvl. If your Intelligence 9th 4 3 3 3 1 — — — — is 16, you can prepare six wizard spells from your 10th 4 3 3 3 2 — — — — spellbook.

Similarly, a spellcasting focus, such as a holy 15th 4 3 3 3 2 1 1 1 — symbol, can be used only for the spells from the class 16th 4 3 3 3 2 1 1 1 — 17th 4 3 3 3 2 1 1 1 1 associated with that focus. You determine your available spell 19th 4 3 3 3 3 2 1 1 1 slots by adding together all your levels in the bard, 20th 4 3 3 3 3 2 2 1 1 cleric, druid, sorcerer, and wizard classes, and half your levels rounded down in the paladin and ranger classes.

Use this total to determine your spell Alignment slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this A typical creature in the game world has an table might give you spell slots of a level that is alignment, which broadly describes its moral and higher than the spells you know or can prepare.

You personal attitudes. You can Lawful good LG creatures can be counted on to use the spell slots of those levels to cast the spells do the right thing as expected by society.

Gold you do know—and potentially enhance their effects. If you have both the Spellcasting class good. Many celestials, from the Pact Magic feature to cast spells you know some cloud giants, and most gnomes are neutral or have prepared from classes with the Spellcasting good. Copper dragons, many elves, and unicorns are chaotic good. Many monks and some wizards are lawful neutral. Lizardfolk, most your choice. Note these languages on your character druids, and many humans are neutral.

Chaotic neutral CN creatures follow their Choose your languages from the Standard whims, holding their personal freedom above all else. Languages table, or choose one that is common in Many barbarians and rogues, and some bards, are your campaign. Devils, blue dragons, and Some of these languages are actually families of hobgoblins are lawful evil.

For example, the Neutral evil NE is the alignment of those who Primordial language includes the Auran, Aquan, do whatever they can get away with, without Ignan, and Terran dialects, one for each of the four compassion or qualms. Many drow, some cloud elemental planes. Creatures that speak different giants, and goblins are neutral evil. Demons, red dragons, and orcs are chaotic evil. Humans, dwarves, elves, and other humanoid Elvish Elves Elvish Giant Ogres, giants Dwarvish races can choose whether to follow the paths of good Gnomish Gnomes Dwarvish or evil, law or chaos.

The evil deities who created other races, though, Exotic Languages made those races to serve them. Those races have strong inborn tendencies that match the nature of Language Typical Speakers Script their gods. Most orcs share the violent, savage Abyssal Demons Infernal Celestial Celestials Celestial nature of the orc gods, and are thus inclined toward Draconic Dragons, dragonborn Draconic evil. Even if an orc chooses a good alignment, it Deep Speech Aboleths, cloakers — struggles against its innate tendencies for its entire Infernal Devils Infernal life.

Sylvan Fey creatures Elvish Alignment is an essential part of the nature of Undercommon Underworld traders Elvish celestials and fiends. If it Inspiration somehow ceased to be lawful evil, it would cease to Inspiration is a rule the game master can use to be a devil. By using inspiration, you can draw on your unaligned.

Such a creature is incapable of making a personality trait of compassion for the downtrodden moral or ethical choice and acts according to its to give you an edge in negotiating with the Beggar bestial nature. Sharks are savage predators, for Prince.

Or inspiration can let you call on your bond example, but they are not evil; they have no to the defense of your home village to push past the alignment. Typically, GMs award it when you If a character would gain the same proficiency play out your personality traits, give in to the from two different sources, he or she can choose a drawbacks presented by a flaw or bond, and different proficiency of the same kind skill or tool otherwise portray your character in a compelling instead.

Your GM will tell you how you can earn inspiration in the game. Each background provides a package of starting Spending your inspiration gives you advantage on equipment. If you use the optional rule to spend coin that roll. When another player character does A background contains suggested personal something that really contributes to the story in a characteristics based on your background. You can fun and interesting way, you can give up your pick characteristics, roll dice to determine them inspiration to give that character inspiration.

Backgrounds Customizing a Background Every story has a beginning. To customize a background, you Your fighter might have been a courageous knight or can replace one feature with any other one, choose a grizzled soldier. Your wizard could have been a any two skills, and choose a total of two tool sage or an artisan. Your rogue might have gotten by proficiencies or languages from the sample as a guild thief or commanded audiences as a jester.

Why did you stop package suggested for your class. Finally, choose doing whatever your background describes and start two personality traits, one ideal, one bond, and one adventuring?

Where did you get the money to flaw. How did you learn the skills of your class? What sets you apart from ordinary people who share Acolyte your background? You have spent your life in the service of a temple to The sample backgrounds in this chapter provide a specific god or pantheon of gods. You act as an both concrete benefits features, proficiencies, and intermediary between the realm of the holy and the languages and roleplaying suggestions.

Were you a lesser almost every situation. Rough living grates on me. The ancient traditions of worship and Equipment: A holy symbol a gift to you when you sacrifice must be preserved and upheld. Lawful entered the priesthood , a prayer book or prayer 2 Charity. I always try to help those in need, no matter wheel, 5 sticks of incense, vestments, a set of what the personal cost.

Good common clothes, and a pouch containing 15 gp 3 Change. We must help bring about the changes the gods are constantly working in the world.

Chaotic Feature: Shelter of the Faithful 4 Power. Lawful who share your faith, and you can perform the 5 Faith. I trust that my deity will guide my actions. I religious ceremonies of your deity. You and your have faith that if I work hard, things will go well. Any provide any material components needed for spells.

Those who share your religion will support you but only you at a modest lifestyle. This could be the temple 2 I will someday get revenge on the corrupt temple where you used to serve, if you remain on good hierarchy who branded me a heretic. While near your temple, you can call 4 Everything I do is for the common people. Suggested Characteristics Acolytes are shaped by their experience in temples or other religious communities.

Their study of the d6 Flaw 1 I judge others harshly, and myself even more history and tenets of their faith and their severely. As a general Equipment rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a Common coins come in several different market. Weapons and armor used by monsters are denominations based on the relative worth of the rarely in good enough condition to sell.

The three most Magic Items. Selling magic items is problematic. Likewise, aside from a few 50 feet of good rope, or a goat. The value The gold piece is the standard unit of measure for of magic is far beyond simple gold and should always wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or Gems, Jewelry, and Art Objects.

Rather, the gold piece is a currency for other transactions. For exceptionally standard measure of value, and the actual exchange valuable treasures, the GM might require you to find is in gold bars, letters of credit, or valuable goods. One gold piece is worth ten silver pieces, the most Trade Goods. On the borderlands, many people prevalent coin among commoners.

A silver piece conduct transactions through barter. A single copper piece buys a candle, a torch, or a piece of chalk. Armor In addition, unusual coins made of other precious Fantasy gaming worlds are a vast tapestry made up metals sometimes appear in treasure hoards. The of many different cultures, each with its own electrum piece ep and the platinum piece pp technology level.

For this reason, adventurers have originate from fallen empires and lost kingdoms, and access to a variety of armor types, ranging from they sometimes arouse suspicion and skepticism leather armor to chain mail to costly plate armor, when used in transactions. An electrum piece is with several other kinds of armor in between. The worth five silver pieces, and a platinum piece is Armor table collects the most commonly available worth ten gold pieces.

Many warriors supplement their armor with a shield. Your class gives you proficiency with certain types of armor. Normally, you can sell your treasures and spells. Armor protects its wearer from settlement, provided that you can find buyers and attacks.

The armor and shield you wear merchants interested in your loot. The suit includes gauntlets. This armor consists of a fitted metal Stealth. Although it in the Stealth column, the wearer has disadvantage leaves the legs and arms relatively unprotected, this on Dexterity Stealth checks.

A shield is made from wood or metal and vital organs while leaving the wearer relatively is carried in one hand. Wielding a shield increases unencumbered. You can benefit from only Half Plate. Half plate consists of shaped metal one shield at a time.

It does not include leg protection beyond simple greaves Light Armor that are attached with leather straps. Made from supple and thin materials, light armor favors agile adventurers since it offers some Heavy Armor protection without sacrificing mobility. If you wear Of all the armor categories, heavy armor offers the light armor, you add your Dexterity modifier to the best protection.

These suits of armor cover the base number from your armor type to determine entire body and are designed to stop a wide range of your Armor Class. Only proficient warriors can manage their Padded. Padded armor consists of quilted layers weight and bulk. The rest of the armor Ring Mail. This armor is leather armor with heavy is made of softer and more flexible materials. The rings help reinforce the armor Studded Leather. Made from tough but flexible against blows from swords and axes.

Chain Mail. Made of interlocking metal rings, Medium Armor chain mail includes a layer of quilted fabric worn Medium armor offers more protection than light underneath the mail to prevent chafing and to armor, but it also impairs movement more.

If you cushion the impact of blows. The suit includes wear medium armor, you add your Dexterity gauntlets. This armor is made of narrow vertical from your armor type to determine your Armor strips of metal riveted to a backing of leather that is Class.

Flexible chain mail Hide. This crude armor consists of thick furs and protects the joints. It is commonly worn by barbarian tribes, evil Plate. Plate consists of shaped, interlocking metal humanoids, and other folk who lack access to the plates to cover the entire body. A suit of plate tools and materials needed to create better armor. Made of interlocking metal rings, a helmet, and thick layers of padding underneath the chain shirt is worn between layers of clothing or armor. Buckles and straps distribute the weight over leather.

This armor offers modest protection to the the body. Heavy Armor Ring mail 30 gp 14 — Disadvantage 40 lb. Chain mail 75 gp 16 Str 13 Disadvantage 55 lb. Splint gp 17 Str 15 Disadvantage 60 lb. Plate 1, gp 18 Str 15 Disadvantage 65 lb.

Getting Into and Out of Armor can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons The time it takes to don or doff armor depends on often found in the hands of commoners. This is the time it takes to put on armor. You require more specialized training to use effectively.

This is the time it takes to take off armor. If use. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack Donning and Doffing Armor you make with that weapon. If you make an attack Category Don Doff roll using a weapon with which you lack proficiency, Light Armor 1 minute 1 minute you do not add your proficiency bonus to the attack Medium Armor 5 minutes 1 minute roll.

Heavy Armor 10 minutes 5 minutes Shield 1 action 1 action Weapon Properties Many weapons have special properties related to Weapons their use, as shown in the Weapons table. Your class grants proficiency in certain weapons, Ammunition. Whether you favor a longsword or you have ammunition to fire from the weapon. Each a longbow, your weapon and your ability to wield it time you attack with the weapon, you expend one effectively can mean the difference between life and piece of ammunition.

Drawing the ammunition from death while adventuring. Every the battlefield. A sling must be loaded to deal any damage when used in this way.

Weapon Proficiency Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Your race, class, and feats can grant you proficiency Dexterity modifier for the attack and damage rolls.

The You must use the same modifier for both rolls. Most people. Small creatures have disadvantage on wield in one or two hands, such as broken glass, a attack rolls with heavy weapons.

Often, an improvised weapon is similar to an Light. A light weapon is small and easy to handle, actual weapon and can be treated as such. For making it ideal for use when fighting with two example, a table leg is akin to a club. Because of the time required to load this a similar object as if it were that weapon and use his weapon, you can fire only one piece of ammunition or her proficiency bonus.

If a character uses a Range. A weapon that can be used to make a ranged weapon to make a melee attack, or throws a ranged attack has a range in parentheses after the melee weapon that does not have the thrown ammunition or thrown property. The range lists two property, it also deals 1d4 damage. An improvised numbers. When attacking a target beyond normal range, you have disadvantage on the attack roll.

Some monsters that have immunity or resistance to Reach. This weapon adds 5 feet to your reach nonmagical weapons are susceptible to silver when you attack with it, as well as when weapons, so cautious adventurers invest extra coin determining your reach for opportunity attacks with to plate their weapons with silver. You can silver a it. A weapon with the special property has gp. If a weapon has the thrown property, you Special Weapons can throw the weapon to make a ranged attack.

If the Weapons with special rules are described here. You have disadvantage when you use a modifier for that attack roll and damage roll that you lance to attack a target within 5 feet of you. Also, a would use for a melee attack with the weapon. Strength, but if you throw a dagger, you can use Net.

A Large or smaller creature hit by a net is either your Strength or your Dexterity, since the restrained until it is freed. A net has no effect on dagger has the finesse property. This weapon requires two hands Huge or larger. A creature can use its action to make when you attack with it. This weapon can be used with one or creature within its reach on a success. Dealing 5 two hands. A damage value in parentheses appears slashing damage to the net AC 10 also frees the with the property—the damage when the weapon is creature without harming it, ending the effect and used with two hands to make a melee attack.

An normally make. Light Dagger 2 gp 1d4 piercing 1 lb. Versatile 1d8 Sickle 1 gp 1d4 slashing 2 lb. Light Spear 1 gp 1d6 piercing 3 lb. Versatile 1d10 Flail 10 gp 1d8 bludgeoning 2 lb. Reach, special Longsword 15 gp 1d8 slashing 3 lb. Versatile 1d10 Maul 10 gp 2d6 bludgeoning 10 lb.

Finesse Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light Trident 5 gp 1d6 piercing 4 lb.

Versatile 1d10 Whip 2 gp 1d4 slashing 3 lb. Finesse, reach Martial Ranged Weapons Blowgun 10 gp 1 piercing 1 lb. On a Adventuring Gear hit, the target takes 1d4 fire damage at the start of This section describes items that have special rules each of its turns. A creature can end this damage by or require further explanation. As an action, you can splash the contents of extinguish the flames. A creature that drinks this vial of liquid the vial up to 20 feet, shattering it on impact.

In gains advantage on saving throws against poison for either case, make a ranged attack against a creature 1 hour. It confers no benefit to undead or constructs. Arcane Focus. An arcane focus is a special item— On a hit, the target takes 2d6 acid damage. As an action, you can throw this designed to channel the power of arcane spells. A flask up to 20 feet, shattering it on impact.

Make a. A druidic focus might be a sprig of a spellcasting focus. As an action, you can spill these another special wood, a staff drawn whole out of a tiny metal balls from their pouch to cover a level, living tree, or a totem object incorporating feathers, square area that is 10 feet on a side.

A creature fur, bones, and teeth from sacred animals. A druid moving across the covered area must succeed on a can use such an object as a spellcasting focus. DC 10 Dexterity saving throw or fall prone. A Fishing Tackle. Block and Tackle. This kit is a leather pouch containing threaded through them and a hook to attach to bandages, salves, and splints. The kit has ten uses. As objects, a block and tackle allows you to hoist up to an action, you can expend one use of the kit to four times the weight you can normally lift.

A book might contain poetry, historical needing to make a Wisdom Medicine check. A holy symbol is a representation of of lore, diagrams and notes on gnomish contraptions, a god or pantheon. It might be an amulet depicting a or just about anything else that can be represented symbol representing a deity, the same symbol using text or pictures.

A book of spells is a spellbook carefully engraved or inlaid as an emblem on a described later in this section. As an action, you can spread a bag of relic.

Appendix B lists the symbols commonly caltrops to cover a square area that is 5 feet on a side. A cleric Any creature that enters the area must succeed on a or paladin can use a holy symbol as a spellcasting DC 15 Dexterity saving throw or stop moving this focus. To use the symbol in this way, the caster must turn and take 1 piercing damage.

Taking this damage hold it in hand, wear it visibly, or bear it on a shield. As an action, you can splash the the creature regains at least 1 hit point. In either case, make a ranged attack against a target Candle. If the target is a fiend or undead, it takes Case, Crossbow Bolt.

This wooden case can hold 2d6 radiant damage. A cleric or paladin may create holy water by Case, Map or Scroll. This cylindrical leather case performing a special ritual. A chain has 10 hit points. It can be burst Hunting Trap.



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