Level 1: Magical Tinkering (2014 feature) plus [spells[Mending[/spells] cantrip. Spellcasting, additional Cantrips known, and Prepared Spells per Eberron Updates.
Level 2: Infusions: As Eberron Updates except you touch a nonmagical item to imbue it with one of your infusions. You can use an infused item as a spellcasting focus. Any feature that destroys or disintegrates an infused item instead renders it non-magical. Infusions known uses the 2014 number.
Level 3: Subclass abilities will grant tool proficiencies and reduced crafting time as per The Artificer and Eberron Updates. Other subclass features will be addressed separately if changed.
Level 10: Magic Item Adept. You can attune 4 items at once and when you craft a common or uncommon magic item, the gold cost is reduced by half. (no time reduction). This does not apply to magic items crafted by Bastions.
Level 11: Spell-Storing per Eberron Updates.
Level 14: Magic Item Savant: You can attune 5 items and you can ignore species requirements on attuning or using a magic item.
Level 18: Magic Item Master: You can attune 6 items and you can ignore class requirements on attuning or using a magic item.
Level 19: Epic Boon
Level 20: Soul of Artifice as Eberron Updates.
Alchemist:
Level 3: Tool Proficiency, Alchemist Spells, and Experimental Elixir per The Artificer except you always choose the Elixir's effect.
Armorer:
Level 3: Tools of the Trade, Armorer Spells, Arcane Armor, and Armor Model per The Artificer. Defensive Field (Guardian Armor) uses version.
Level 9: Armor Modifications: As 2014 except the extra infusions and known plans follow Armor Replication in The Artificer.
Level 15: Perfected Armor: As The Artificer except when a creature is hit by the Infiltrator's Lightning Launchers, your next attack against it has advantage and if it hits, the targets takes an extra 1d6 lightning damage.
Languages: Your languages, but cannot speak. Telepathy 1 mile (works only with you)
CR None (XO 0; PB equals the Spell Level)
Artificer Infusion List 2024 (Potential)
<strong>Magic Item Plans (Artificer Level 2+)</strong><br />--<br /><strong>Magic Item Plans (Artificer Level 6+)</strong><br />All Purpose Tool +1 (TCE)<br /><strong>Magic Item Plans (Artificer Level 10+)</strong><br />Uncommon Ring that isn't cursed*<br /><strong>Magic Item Plans (Artificer Level 14+)</strong><br />Rare Ring that isn't cursed*<br /><br />* You can learn this option multiple times and must select a different item each time, each item selected counts as a different plan
Artificer Infusions 2014 and 2024 (Potential)
Artificer Infusions are available as scrolls (Plans).
Artificers have a book of plans and can add plans from scrolls as a Wizards. Artificers can change one plan known (prepared) with a Long Rest.
2024 Bard
Weapon Proficiencies: Simple Weapons, Longswords, Rapier, Shortswords. (no hand crossbows)
2024 Wizard
Abjurer
Arcane Ward: Apply Resistances, Vulnerabilities, and Immunities before reducing the ward's Hit Points.
Lightly Armored
Lightly Armored does not provide Shield Proficiency.
Moderately Armored
Moderately Armored provides Shield Proficiency.
Casting a Circle spell
Casting a Circle spell is always obvious. The components of a spell cast as a Circle spell cannot be modified (such as through Subtle spell) except as noted in Circle Casting Options.
Each secondary caster must maintain concentration on the spell being cast until the spell casting is completed regardless of the casting time. Breaking concentration causes the spell to fail as normal.
RULINGS
Harengon Hop
The Rabbit Hop ability allows for multiple jumps as part of the bonus action, but the normal jumping limitations restrictions apply to each jump.
Per the ruling on Disciple of Life, a Moon-Sickle will increase the healing of each berry in a Goodberry casting.
Casting a Circle spell
Secondary casters are determined when initiating casting the Circle spell.
Each secondary caster is caster of the spell and a valid target for effects that target a creature casting a spell. In the case of Counterspell, the components of the spell being cast determine if the secondary casters are targetable (because of the house rule above, secondary casters are always targetable).
Failing to contribute to a spell causes the spell to fail.
Player companions
Player companions follow the same rules as Players when reduced to 0 HP unless the companion has explicit rules otherwise; they are not automatically dead at 0 HP.
HOUSERULES
Astral Elves
May choose Starry Wisp as an innate cantrip.
Kender
Advantage on saves against the Frightened condition is replaced with immunity to the Frightened condition.
Artificer 2024 (Potential)
Based on 2014 Artificer and Unearthed Arcana for The Artificer and Eberron Updates.
Starting Equipment Per Eberron Updates.
Level 1: Magical Tinkering (2014 feature) plus [spells[Mending[/spells] cantrip. Spellcasting, additional Cantrips known, and Prepared Spells per Eberron Updates.
Level 2: Infusions: As Eberron Updates except you touch a nonmagical item to imbue it with one of your infusions. You can use an infused item as a spellcasting focus. Any feature that destroys or disintegrates an infused item instead renders it non-magical. Infusions known uses the 2014 number.
Level 3: Subclass abilities will grant tool proficiencies and reduced crafting time as per The Artificer and Eberron Updates. Other subclass features will be addressed separately if changed.
Level 4: Unchanged.
Level 6: Magic Item Tinker per Eberron Updates replaces Tool Expertise.
Level 7: Flash of Genius per Eberron Updates.
Level 10: Magic Item Adept. You can attune 4 items at once and when you craft a common or uncommon magic item, the gold cost is reduced by half. (no time reduction). This does not apply to magic items crafted by Bastions.
Level 11: Spell-Storing per Eberron Updates.
Level 14: Magic Item Savant: You can attune 5 items and you can ignore species requirements on attuning or using a magic item.
Level 18: Magic Item Master: You can attune 6 items and you can ignore class requirements on attuning or using a magic item.
Level 19: Epic Boon
Level 20: Soul of Artifice as Eberron Updates.
Alchemist:
Level 3: Tool Proficiency, Alchemist Spells, and Experimental Elixir per The Artificer except you always choose the Elixir's effect.
Armorer:
Level 3: Tools of the Trade, Armorer Spells, Arcane Armor, and Armor Model per The Artificer. Defensive Field (Guardian Armor) uses version.
Level 9: Armor Modifications: As 2014 except the extra infusions and known plans follow Armor Replication in The Artificer.
Level 15: Perfected Armor: As The Artificer except when a creature is hit by the Infiltrator's Lightning Launchers, your next attack against it has advantage and if it hits, the targets takes an extra 1d6 lightning damage.
Artillerist:
Battle Smith:
Cartographer:
Other:
Homunculus Servant
Reduce material cost to 10 gp (still consumed)
Immunities: Poison, Charmed, Exhaustion, Poisoned.
Senses: Passive Perception: 10 + spell level.
Languages: Your languages, but cannot speak. Telepathy 1 mile (works only with you)
CR None (XO 0; PB equals the Spell Level)
Artificer Infusion List 2024 (Potential)
Artificer Infusions 2014 and 2024 (Potential)
Artificer Infusions are available as scrolls (Plans).
Artificers have a book of plans and can add plans from scrolls as a Wizards. Artificers can change one plan known (prepared) with a Long Rest.
2024 Bard
Weapon Proficiencies: Simple Weapons, Longswords, Rapier, Shortswords. (no hand crossbows)
2024 Wizard
Abjurer
Arcane Ward: Apply Resistances, Vulnerabilities, and Immunities before reducing the ward's Hit Points.
Lightly Armored
Lightly Armored does not provide Shield Proficiency.
Moderately Armored
Moderately Armored provides Shield Proficiency.
Casting a Circle spell
RULINGS
Harengon Hop
The Rabbit Hop ability allows for multiple jumps as part of the bonus action, but the normal jumping limitations restrictions apply to each jump.
Goodberry and Moon-Sickle
Per the ruling on Disciple of Life, a Moon-Sickle will increase the healing of each berry in a Goodberry casting.
Casting a Circle spell
Player companions
Player companions follow the same rules as Players when reduced to 0 HP unless the companion has explicit rules otherwise; they are not automatically dead at 0 HP.
How to add Tooltips.
My houserulings.
nice!
Hello I am a completely ordinary human being.
"Hot" take: Rain World is the best platformer game ever ([/roll]1d20[/roll] for platforming)
homebrew here. Also, Red Bull Item here
this is Gato's way. copy Gato. [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] + [roll]1d8[/roll] = [roll][roll:-4]+[roll:-3]+[roll:-2]+[roll:-1][/roll]