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Arlo Notes

The document outlines the abilities and features of an artificer character in a role-playing game, including Fey Ancestry, Safe Haven, and various magical abilities such as Magical Tinkering and Spellcasting. It details how to prepare and cast spells, infuse items with magic, and create unique constructs like a homunculus servant and eldritch cannon. Additional features include the ability to create tools, enhance weapons, and utilize special items for combat and support.

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0% found this document useful (0 votes)
45 views4 pages

Arlo Notes

The document outlines the abilities and features of an artificer character in a role-playing game, including Fey Ancestry, Safe Haven, and various magical abilities such as Magical Tinkering and Spellcasting. It details how to prepare and cast spells, infuse items with magic, and create unique constructs like a homunculus servant and eldritch cannon. Additional features include the ability to create tools, enhance weapons, and utilize special items for combat and support.

Uploaded by

maywhitejay
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Arlo Notes

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep

Safe Haven
As a faction agent, you have access to a secret network of supporters and operatives who can provide
assistance on your adventures. You know a set of secret signs and passwords you can use to identify
such operatives, who can provide you with access to a hidden safe house, free room and board, or
assistance in finding information. These agents never risk their lives for you or risk revealing their
true identities.

Magical Tinkering
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability,
you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an
action and give it one of the following magical properties of your choice:

 The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

 Whenever 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.

 The 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.

 A 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.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property
early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though
a single object can only bear one property at a time. The maximum number of objects you can affect
with this 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.

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.
Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus -
specifically thieves' tools or some kind of artisan's tool - in hand when you cast any spell with this
Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be
proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for
descriptions of these tools.
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.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you
learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the
Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with
another cantrip from the artificer spell list.
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 lst-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 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell
prepared.

Infuse Item
At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions,
turning those objects into magic items.
Infusions Known
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 the attunement rules in the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number
of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you
replace your knowledge of the infusion.
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 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.

Homunculus Servant
Item: A gem or crystal worth at least 100 gp
You learn intricate methods for magically creating a special homunculus that serves you. The item
you infuse serves as the creature's heart, around which the creature's body instantly forms.
You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds,
whereas some like winged vials or miniature, animate cauldrons.
The homunculus is friendly to you and your companions, and it obeys your commands. See this
creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus
(PB) in several places.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours.
It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge
action, unless you take a bonus action on your turn to command it to take another action. That action
can be one in its stat block or some other action. If you are incapacitated, the homunculus can take
any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus
dies, it vanishes, leaving its heart in its space.

Repeating Shot
Item: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to
make a ranged attack, and it ignores the loading property if it has it.
If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic
ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon
vanishes the instant after it hits or misses a target.

Returning Weapon
Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the
wielder’s hand immediately after it is used to make a ranged attack.

Spell-Refueling Ring
Prerequisite: 6th-level artificer
Item: A ring (requires attunement)
While wearing this ring, the creature can recover one expended spell slot as an action. The recovered
slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

Resistant Armor
Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you
choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant,
or thunder.

Armor of Tools (UA)


Item: A suit of armor
As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’
tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as
an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence
modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to
use the tool.

The Right Tool for the Job


At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's
tools in hand, you can magically create one set of artisan's 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.

Tool Expertise
At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your
proficiency with a tool.

Eldritch Cannon
Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's
tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied
space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a
Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a
long rest or until you expend a spell slot to create one. You can have only one cannon at a time and
can't create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit
points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it
is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the
mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or
after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide
which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you
can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the
same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space,
provided it has legs.
Eldritch Cannon
Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each
creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire
damage on a failed save or half as much damage on a successful one. The fire ignites any flammable
objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object
within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is
pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of
your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence
modifier (minimum of +1).

Arcane Firearm
At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your
destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils
into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the
object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an
artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls
equal to the number rolled.

Sharpshooter
Source: Player's Handbook
You have mastered ranged weapons and can make shots that others find impossible. You gain the
following benefits:
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take
a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

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