Malphas

Short Rest    Long Rest
Tiefling Artificer (Uea)
  • add_circle_outline bookmark_add Armor Proficiencies: Light armor, medium armor, shields
  • add_circle_outline bookmark_add Magical Tinkering: At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the magical properties of your choice below.

    The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

    You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
    • bookmark_addThe object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
    • bookmark_addWhenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
    • bookmark_addThe object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
    • bookmark_addA static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
  • add_circle_outline bookmark_add Infuse Item: At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
    • bookmark_addInfusions Known: When you gain this feature, pick three artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

      Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
    • bookmark_addInfusing an Item: Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement(see “Attunement” in the Dungeon Master’s Guide, page 136).

      Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

      You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time.If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
  • add_circle_outline bookmark_add Artificer Specialist: At 3rd level, you choose the type of specialist you are: Alchemist, Archivist, Artillerist, or Battle Smith, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 6th and 14th level.
  • add_circle_outline bookmark_add Tool Expertise: Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
  • add_circle_outline bookmark_add Ability Score Improvement: When you reach 4th level you can gain a feat, increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
    • bookmark_addWhen you reach 8th level, get another Ability Score Improvement.
  • add_circle_outline bookmark_add Arcane Armament: Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack.
  • add_circle_outline bookmark_add The Right Cantrip for the Job: At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest,you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Archivist
  • add_circle_outline bookmark_add Tools of the Trade: By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.
    • bookmark_addProficiencies: You gain proficiency with calligrapher’s supplies and the forgery kit, assuming you don’t already have them. You also gain calligrapher’s supplies and a forgery kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization.
    • bookmark_addCrafting: If you craft a magic item in the scroll category, it takes you a quarter of the normal time, and it costs you half as much ofthe usual gold.
  • add_circle_outline bookmark_add Archivist Spells: Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
    • bookmark_addSpells at 3rd level: comprehend languages, dissonant whispers
    • bookmark_addSpells at 5th level: detect thoughts, locate object
    • bookmark_addSpells at 9th level: hypnotic pattern, tongues
  • add_circle_outline bookmark_add Artificial Mind: At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.

    The magic item has the following properties.
    • bookmark_addTelepathic Advisor: The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item’s main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind’s knowledge.
    • bookmark_addManifest Mind: As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object’s main material.

      While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind’s senses, instead of your own, until your concentration ends (as if concentrating on a spell).

      As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.

      When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.
    • bookmark_addInformation Overload: As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.

      Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first.
    • bookmark_addArtificial Mind table: [Main Material] -- [Skill Proficiencies] -- [Suggested Appearance]

      Animal {parchment, leather, bone} -- Animal Handling, Insight, Medicine, Perception, Survival -- A beast or a humanoid visage with antlers

      Mineral {glass, stone, metal} -- Deception, Intimidation, Performance, Persuasion -- A robotic or golem-like face

      Plant {paper, wood} -- Arcana, History, Investigation, Nature, Religion -- A bespectacled visage or a treant
  • add_circle_outline bookmark_add Mind Network: At 6th level, you’ve learned how to use your artifices to access minds, both to communicate and to harm.
    • bookmark_addMagical Telephony: While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.
    • bookmark_addPsychic Damage: When you make a psychic damage roll for an artificer spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1).
Guild Artisan
  • add_circle_outline bookmark_add Guild Membership: As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

    Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

    You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.
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