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Version vom 24. April 2026, 16:03 Uhr

Übersicht Feats Subklassen Infusions

Level 1: Magical Tinkering

You've learned how to invest a spark of magic into mundane objects. You can create minor magical contraptions, which can be used by you and your allies.

Creating a Contraption

You can create a Contraption over the course of 1 minute, provided you have tinker's tools in hand while you do so.

Contraption Charges

You have a number of charges equal to your Intelligence modifier plus half your level in this class (rounded up, minimum 1 charge). You regain all invested charges when you finish a Long Rest.

Investing Charges

When you create a Contraption, you invest a number of charges into it up to your Intelligence modifier (minimum 1). If the contraption has no charges remaining, it falls apart and ceases to function.

Magical Contraption Options

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Communicators

You create two magically linked Tiny objects which can be worn on the head or held in one hand. A creature holding or wearing one of the devices can use an action to expend one charge and speak a short phrase, no longer than 6 seconds in length. So long as the linked devices are within 1000 feet of one another, a creature wearing or holding the other device hears the spoken phrase. The phrase must have been spoken at least as loud as a whisper.

Easy Breath

You create a Tiny breathing apparatus suitable for a Small or Medium creature, worn over the mouth and nose. A creature wearing the contraption can activate it by expending a charge as a bonus action. For the next 10 minutes, that creature can breathe normally regardless of its environment and is unaffected by any harmful gasses that act on being inhaled.

Handy Light

You create a magical light source that can be easily carried. A creature carrying this object can activate it by expending a charge as a bonus action. The object sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Modular Goggles

You create a pair of intricate goggles. While a creature is wearing them, it can use a bonus action to expend one charge and activate one of the following benefits, which last for 1 minute, until it takes the goggles off, or until it uses this bonus action again:

  • It has 60 feet of darkvision.
  • It has advantage on Intelligence (Investigation) checks made to closely inspect objects within 5 feet.
  • The creature can observe creatures and objects up to 120 feet away as if they were within 5 feet.

Friendly Reminder

You create a small object that can store a simple message. When a creature is touching the object, it can expend a charge to make it emit 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.

Spring Step

You affix a jumping mechanism to a set of footwear. While wearing them, a creature can expend one charge to activate the contraption (no action required), increasing its walking speed and the distance it can jump by 5 feet until the end of its turn.

Visual Apparatus

You create a flat object that can display a static image. A creature can touch this object and expend a charge to have the object display a picture, up to 25 words of text, lines and shapes, or a mixture of these elements as you like.

Level 1: Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Cantrips

At 1st level, you know three cantrips of your choice. Whenever you gain an Artificer level, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.

When you reach Sorcerer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + Intelligence modifier + Proficiency Bonus
  • Spell attack modifier = Intelligence modifier + Proficiency Bonus

Spellcasting Focus

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically tinker's tools—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it).

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Level 2: Infuse Item

You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

When you gain this feature, pick four artificer infusions to learn. 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.

Infusing 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. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).

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. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Level 2: Arcane Recharge

You know how to keep yourself and your objects in working order. During the course of a short rest, you can recover expended spell slots of a combined level equal to your Intelligence modifier. After you do, you must complete a long rest before you can use this feature again.

Alternatively, you can use this feature to cause one Magical Contraption, Infused item or magic item you touch to regain any Charges in place of regaining spell slots. If a magic item doesn't regain charges naturally you cannot recharge them by using this feat.

Level 3: Artificer Specialization

You gain an Artificer subclass of your choice. A subclass is a specialization that grants you features at certain Artificer levels. For the rest of your career, you gain each of your subclass's features that are of your Artificer level or lower.

Level 3: The Right Tool for the Job

You've learned how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools or thieves' tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, 16 and 19.

Level 5: Subclass Feature

You gain a feature from your Artificer subclass.

Level 6: Tool Expertise

Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Level 7: Flash of Genius

You've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Level 8: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 9: Subclass Feature

You gain a feature from your Artificer subclass.

Level 10: Magic Item Adept

You've achieved a profound understanding of how to use and make magic items:

  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Level 11: Spell-Storing Item

You can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Level 12: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 14: Magic Item Savant

Your skill with magic items deepens:

  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Level 15: Subclass Feature

You gain a feature from your Artificer subclass.

Level 16: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 18: Magic Item Master

You can now attune to up to six magic items at once.

Level 19: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 20: Soul of Artifice

You have developed a mystical connection to your magic items, which you can draw on for protection:

  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.