Artificer
Base Class: Artificer
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with the herbalism kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
 
Perfumer Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Perfumer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
 
Perfumer Spells
Artificer Level Spells
3rd: fog cloud, healing word
5th: aid, lesser restoration
9th: haste, stinking cloud
13th: fire shield, freedom of movement
17th: cloudkill, greater restoration
 
Aromatic Bottles Also at 3rd level, you prepare a number of alchemical perfumes equal to your proficiency bonus when you finish a long rest. These perfumes are contained in fragile bottles, and any unused bottles lose their potency when you finish your next long rest. As a bonus action, you can expend one bottle to produce one of the following effects. If an effect requires a saving throw, the saving throw DC equals your artificer spell save DC.
 
Spark Aromatic Choose a point you can see within 30 feet of you. Each creature within 5 feet of that point must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. This damage increases to 3d6 when you reach 5th level in this class, 4d6 at 9th level, and 5d6 at 15th level.
 
Restorative Aromatic One creature you can see within 30 feet of you regains hit points equal to 2d6 + your Intelligence modifier. That creature can also end one effect causing it to be frightened or poisoned. The healing increases to 3d6 + your Intelligence modifier when you reach 5th level in this class, 4d6 + your Intelligence modifier at 9th level, and 5d6 + your Intelligence modifier at 15th level.
 
Uplifting Aromatic Choose up to three creatures you can see within 30 feet of you, which can include yourself. Each target gains temporary hit points equal to 1d6 + your Intelligence modifier and can use its reaction to move up to 10 feet without provoking opportunity attacks. The temporary hit points increase to 2d6 + your Intelligence modifier when you reach 9th level in this class, and 3d6 + your Intelligence modifier at 15th level.
 
Lingering Vapors At 5th level, your compounds cling to flesh and air alike. When a creature takes acid, fire, or poison damage from one of your artificer spells or from one of your Aromatic Bottle effects, you can choose one creature damaged by that spell or effect. That creature can’t take reactions until the start of its next turn. When a creature regains hit points or gains temporary hit points from one of your artificer spells or from one of your Aromatic Bottle effects, that creature has advantage on the next saving throw it makes before the start of your next turn.
 
Advanced Aromatics At 9th level, your formulae become more sophisticated. The following additional options are added to your Aromatic Bottles feature.
 
Choking Spraymist Choose a point you can see within 60 feet of you. A 10-foot-radius cloud of noxious vapor appears there and lasts until the start of your next turn. The area is heavily obscured. A creature that enters the cloud for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, the creature takes 2d6 poison damage and is poisoned until the end of its turn.
 
Ironjar Aromatic One willing creature you can see within 30 feet of you gains resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. Until then, its speed is 0.
 
In addition, when you roll initiative and have no uses of your Aromatic Bottles feature remaining, you regain one use.
 
Grand Perfumery At 15th level, your art reaches its peak. When you use your Aromatic Bottles feature, you can apply two different bottle effects at the same time, expending only one use of the feature. You choose targets and points of origin for each effect separately. In addition, you gain resistance to fire and poison damage, and you are immune to the poisoned condition.
 
 

 

Level 3: Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with the herbalism kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

 

Herbalism Kit

You gain Proficiency with Herbalism Kits

Level 3: Perfumer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Perfumer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Perfumer Spells Artificer Level Spells

3rd: fog cloud, healing word

5th: aid, lesser restoration

9th: haste, stinking cloud

13th: fire shield, freedom of movement

17th: cloudkill, greater restoration

Level 3: Aromatic Bottles

Spark Aromatic Choose a point you can see within 30 feet of you. Each creature within 5 feet of that point must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. This damage increases to 3d6 when you reach 5th level in this class, 4d6 at 9th level, and 5d6 at 15th level.

Restorative Aromatic One creature you can see within 30 feet of you regains hit points equal to 2d6 + your Intelligence modifier. That creature can also end one effect causing it to be frightened or poisoned. The healing increases to 3d6 + your Intelligence modifier when you reach 5th level in this class, 4d6 + your Intelligence modifier at 9th level, and 5d6 + your Intelligence modifier at 15th level.

Uplifting Aromatic Choose up to three creatures you can see within 30 feet of you, which can include yourself. Each target gains temporary hit points equal to 1d6 + your Intelligence modifier and can use its reaction to move up to 10 feet without provoking opportunity attacks. The temporary hit points increase to 2d6 + your Intelligence modifier when you reach 9th level in this class, and 3d6 + your Intelligence modifier at 15th level.

Choking Spraymist (Level 9): Choose a point you can see within 60 feet of you. A 10-foot-radius cloud of noxious vapor appears there and lasts until the start of your next turn. The area is heavily obscured. A creature that enters the cloud for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, the creature takes 2d6 poison damage and is poisoned until the end of its turn.

Ironjar Aromatic (Level 9): One willing creature you can see within 30 feet of you gains resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. Until then, its speed is 0. In addition, when you roll initiative and have no uses of your Aromatic Bottles feature remaining, you regain one use.

Lingering Vapors

At 5th level, your compounds cling to flesh and air alike. When a creature takes acid, fire, or poison damage from one of your artificer spells or from one of your Aromatic Bottle effects, you can choose one creature damaged by that spell or effect. That creature can’t take reactions until the start of its next turn.

When a creature regains hit points or gains temporary hit points from one of your artificer spells or from one of your Aromatic Bottle effects, that creature has advantage on the next saving throw it makes before the start of your next turn.

 

Advanced Aromatics

At 9th level, your formulae become more sophisticated. The following additional options are added to your Aromatic Bottles feature.

Choking Spraymist: Choose a point you can see within 60 feet of you. A 10-foot-radius cloud of noxious vapor appears there and lasts until the start of your next turn. The area is heavily obscured. A creature that enters the cloud for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, the creature takes 2d6 poison damage and is poisoned until the end of its turn.

Ironjar Aromatic: One willing creature you can see within 30 feet of you gains resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. Until then, its speed is 0.

In addition, when you roll initiative and have no uses of your Aromatic Bottles feature remaining, you regain one use.

Grand Perfumery

When you use your Aromatic Bottles feature, you can apply two different bottle effects at the same time, expending only one use of the feature. You choose targets and points of origin for each effect separately. In addition, you gain resistance to fire and poison damage, and you are immune to the poisoned condition.

 

Comments

Posts Quoted:
Reply
Clear All Quotes