Base Class: Artificer
Your ability to create magical devices is un matched.
Level 3: Powered Trinket
You gain Proficiency with Tinker's Tools.
You can create a number of Powered Trinkets equal to your Intelligence modifier. You can have this many Powered Trinkets at one time.
Each Powered Trinket has 3 charges and becomes inert after all 3 charges have been expended. You create a Powered Trinket by charging a cantrip you know into a specially crafted item.
When you create a Powered Trinket, choose one of the following activation methods. The activation method is determined when the trinket is created.
- Manual. As an Action or Bonus Action, the holder activates the trinket, using the same type of action the spell normally requires. (Press the Button!)
- Impact. The trinket can be thrown up to 60 feet. It activates when it hits a surface or creature.
- Heartbeat. The trinket activates when its holder is reduced to 0 Hit Points.
You can use your Powered Trinkets yourself or give them to your allies to use.
You create your Powered Trinkets, as well as any other trinkets you gain from this subclass, after completing a Long Rest.
Expanded Spell List
You always have the following spells prepared:
| Artificer Level | Spells |
|---|---|
| 3rd | Healing Word |
| 5th | Hold Person, Scorching Ray |
| 9th | Fireball, Lightning Bolt, Phantom Steed |
| 17th | Hold Monster |
Level 3: Infusing specialist
You can create a number of infused items equal to the number of Infused Items Known listed in your Artificer class features.
A creature can have no more than 2 of your infusions equipped at one time.
The maximum number of infusions a creature can have equipped increases as you gain Artificer levels:
- 6th Level: 3 infusions
- 10th Level: 4 infusions
- 14th Level: 5 infusions
Level 5: Single Use Trinket
You can create a number of Single-Use Trinkets equal to your Intelligence modifier. You can have this many Single-Use Trinkets at one time.
Each Single-Use Trinket has 1 charge and becomes inert after it is used. You create these trinkets by charging a 1st-level spell you know into a specially crafted item.
When you create a Single-Use Trinket, choose one of the following activation methods. The activation method is determined when the trinket is created. When an activation is used it expands a charge.
- Manual. As an Action or Bonus Action, the holder activates the trinket, using the same type of action the spell normally requires. (Press the Button!)
- Impact. The trinket can be thrown up to 60 feet. It activates when it hits a surface or creature.
- Heartbeat. The trinket activates when its holder is reduced to 0 Hit Points.
You can use these trinkets yourself or give them to your allies to use.
This feature does not affect the number of Powered Trinkets you can have.
Level 9: Unstable Trinkets
You can create an Unstable Trinket that can only be wielded by you or one of your Summons.
The trinket is infused with either Fireball or Lightning Bolt. When you create the trinket, you can change the spell's damage type to Fire, Lightning, Acid, Thunder, Poison, or Cold damage.
You can have up to 3 Unstable Trinkets created at one time. They are created at a spell level equal to your highest available Artificer spell slot.
When you create an Unstable Trinket, choose one of the following activation methods. The activation method is determined when the trinket is created. When an activation is used it expands a charge.
- Manual. As an Action or Bonus Action, the holder activates the trinket, using the same type of action the spell normally requires. (Press the Button!)
- Impact. The trinket can be thrown up to 60 feet. It activates when it hits a surface or creature.
- Heartbeat. The trinket activates when its holder is reduced to 0 Hit Points.
You can use the trinket yourself or give it to an ally to use.
You create your Unstable Trinkets, as well as any other trinkets you gain from this subclass, after completing a Long Rest.
Level 9: Infusing Master Crafter
You can now apply your Infusions to Magic weapons, armor and other magical items.
Level 15: Amplifying Tower
You can create a magical Amplifying Tower once per Short Rest.
The tower occupies a 5-foot space and can be placed within 20 feet of you. The tower has an AC of 15 and Hit Points equal to five times your Artificer level.
The tower emits a 30-foot-radius Amplifying Field.
Amplified Spells. Whenever a spell that deals damage passes through the Amplifying Field, roll one additional damage die for the spell.
Grounding Rods. You can create a number of Grounding Rods equal to your Intelligence modifier and give them to your allies.
If a spell that deals damage and requires an attack roll targets the Amplifying Tower directly, the tower increases the spell's damage by 3 additional damage dice. However, the spell's target is randomly determined from among creatures within the spell's range.
The spell's range is measured from the Amplifying Tower instead of the original caster.
A creature carrying a Grounding Rod cannot be selected as the random target.
The DM determines the random target. As a recommended method, roll a d4 to determine the direction, then select the closest creature in that direction within the spell's range.
Magical Conduit. When a damaging spell passes through the Amplifying Field, you can use your Reaction to cause the Amplifying Tower to absorb the spell's damage containing all the damaging effect within itself. If the damage absorbed is equal to or greater than the tower's current Hit Points, the tower becomes overloaded and is destroyed. If the damage is lower than the tower current HP, the tower takes no damage.
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