Artificer: by Tom "Evhelm" Donovan
Artificer: by Tom "Evhelm" Donovan
Artificer: by Tom "Evhelm" Donovan
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The Artificer
Proficiency Cantrips Spells Spell Slot
Level Bonus Features Known Prepared Slots Level
1 +2 Infusion Magic 2 2 1 1st
Artificer Insight (2), Magic Item Creation (Spell
2 +2 Scrolls) 2 3 2 1st
3 +2 Artificer Archetype 2 4 2 2nd
4 +2 Magic Item Creation (Potions), Ability Score Increase 3 5 2 2nd
5 +3 Magic Item Creation (Wondrous Items) 3 6 2 3rd
Magic Item Creation (Arms & Armor), Archetype
6 +3 Feature 3 7 2 3rd
7 +3 Artificer Insight (3) 3 8 2 4th
8 +3 Magic Item Creation (Wands), Ability Score Increase 4 9 2 4th
9 +4 4 10 2 5th
10 +4 Magic Item Creation (Rods), Archetype Feature 4 10 2 5th
11 +4 4 11 3 6th
12 +4 Artificer Insight (4), Ability Score Increase 4 11 3 6th
13 +5 Magic Item Creation (Staffs) 4 12 3 6th
14 +5 Archetype Feature 4 12 3 6th
15 +5 Magic Item Creation (Rings) 4 13 3 6th
16 +5 Ability Score Increase 4 13 3 6th
17 +6 Artificer Insight (5) 4 14 4 6th
18 +6 Artifice Mastery 4 14 4 6th
19 +6 Ability Score Increase 4 15 4 6th
20 +6 Grand Artifice 4 15 4 6th
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Magic Item Creation by Rarity, Type, and Level
Single
Item Type Max Item 25% Discount Double Ingredient
Level Ingredient
Available Rarity Rarity Ignore
Ignore
1 - - - -
2 Common - - -
3 Scrolls Common Common - -
4 Common Common Common -
5 Potions Common Common Common Common
Wondrous
6 Uncommon Common Common Common
Items
7 Arms & Armor Uncommon Uncommon Common Common
8 Uncommon Uncommon Uncommon Common
9 Wands Uncommon Uncommon Uncommon Uncommon
10 Rare Uncommon Uncommon Uncommon
11 Rods Rare Rare Uncommon Uncommon
12 Rare Rare Rare Uncommon
13 Rare Rare Rare Rare
14 Staffs Very Rare Rare Rare Rare
15 Very Rare Very Rare Rare Rare
16 Rings Very Rare Very Rare Very Rare Rare
17 Very Rare Very Rare Very Rare Very Rare
18 Legendary Very Rare Very Rare Very Rare
19 Legendary Legendary Very Rare Very Rare
20 Legendary Legendary Legendary Very Rare
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Strengthened Implement: expertise in implement magic allows you to imbue
At tenth level, you begin to use your own power a simple or martial one-handed melee weapon—
to push the limitations of wands and other magical or nonmagical—as your tempered baton.
implements. When you create your tempered You still need to attune yourself to the weapon to
use the wand functions as usual, but can now cast
baton, your creation may store an additional
spells while wielding the weapon, rather than
spell of first level with its own 1d3+3 charges.
needing to have a the wand drawn separately.
In addition, your
Implement Extension
feature is improved: you
may now endow a staff
with two additional
charges (instead of one),
or a single permanent
wand attuned to you
and in your possession
is considered to have
three (instead of two)
additional charges (per
day or other period as
specified by the wand or
staff).
Wand Virtuoso:
At fourteenth level, your
level of control and
expertise over wands
becomes so extensive
that wands cannot
completely fail you.
When you expend the
final charge of a wand,
roll a d20 as normal. On
a roll of a 1, the wand is
not destroyed, and on a
roll of a 20, the wand
regains one charge. This
also applies to your
tempered baton (which,
on any roll but a 20, does
lose its magical status
granted by your
Tempered Baton
feature).
A Wand Virtuoso is
capable of breaking the
laws of magic as they
pertain to magical
implements. Your
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