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- Join Date
- Sep 2015
tinkerer- homebrewed artificer that goes all in with infusions (PEACH)
Tool prophecies you can gain proficiency in any tool of your choice.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they donít count against the number of artificers spells you prepare.
3rd any 1st level wizard spell
5th any 2nd level wizard spell
9th any third level wizard spell
13th any forth level wizard spell
17th any 5th level wizard spell
Marvels of Masterwork
You gain an additional infusion know. You gain two at 6th level and three at 15th level.
Also, at 3rd level you have learned to harness the ambient magic of objects to unlock its power for a short time. As an action you can touch a nonmagical object and turn into a magical item as of you were using the infusing an item feature. This infusion does not count against your infusions know and can exceed your normal maximum number of infusions. If the infusion requires attunement, a creature can attune as part of the same action that created it. Additionally, you can choose an infusion even if even if that infusion has been used on another object. This temporary infusion only contains a small portion of magic and will end after a duration of 10 minutes X your proficiency bonus.
Once you create an infusion in this fashion, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one temporary infusion at a time and can't create one while one is present.
Choose one cantrip from the wizardís spell list that does not require an attack roll. This cantrip is now considered an artificer spell for you and you can cast it as a bonus action.
Your spell save DC is increased by 1 for any artificer spell you cast.
you can end one of your infusions or temporary infusions to cause the magic to erupt. As an action you can choose to end either an infusion or temporary infusion. If the infused object is small enough to fit in your hand you can choose to throw that object up to 60 feet away as part of that same action. When you choose to end an infusion in this way, one of the following effects occur:
ē The magic explodes causing the world to distort. Each creature withing 20 feet of the infusion has disadvantage on the next attack roll, saving throw, or ability check they make.
ē Each creature of your choice within 20 feet regains a hit die. Each creature can spend that Hit Die to heal themselves. Each creature roll the die, add their Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)
ē The creature wielding or wearing the infusion when it ends absorbs the magic. They gain a number of 1d4 dice equal to your intelligence modifier (minimum of 1). These dice can be used on attack roles, saving throws, or ability checks. After a minute the magic fades and any unused dice disappear.
You can cast any spell with the rang of touch on any creature that is wielding or carrying an object that is imbued with one of your infusions regardless of distance as long as they are on the same plane of existence as you.
If any of your infusions are subjected to an effect that would cause them to cease to work such as an antimagic field, the objectís infusion is only suppressed if it remains in the effect for more than a minute.
Last edited by stoutstien; 2021-01-15 at 03:19 PM.what is the point of living if you can't deadlift?
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