{"name":"Artificer","overview":"Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.\r\nArtificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist\u2019s supplies to create a potent elixir, calligrapher\u2019s supplies to inscribe a sigil of power, or tinker\u2019s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.\r\n\r\n\r\n[h2][b][u]Artificers in Many Worlds[\/u][\/b][\/h2]\r\n\r\n\r\nThroughout the D&D multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers\u2019 creations.\r\n\r\nIn the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragon\u00adlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational.\r\n\r\nArtificers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi\u2019s home world, Eberron, magic is harnessed as a form of science and deployed throughout society, largely as a result of the wondrous ingenuity of artificers.\r\n\r\n[b][u][h2]Creating an Artificer[\/h2]\r\n[\/u][\/b]\r\nTo create an artificer, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Artificer table to see which features you get at each level. The descriptions of those features appear in the \u201cArtificer Features\u201d section.\r\n\r\n[h2]QUICK BUILD[\/h2]\r\n\r\nYou can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.\r\n[h2][b][u]Multiclassing and the Artificer[\/u][\/b][\/h2]\r\nIf your group uses the optional rule on multiclassing in the Player\u2019s Handbook, here\u2019s what you need to know if you choose artificer as one of your classes.\r\n\r\n[b]Ability Score Minimum[\/b]. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer.\r\n\r\n[b]Proficiencies Gained.[\/b] If artificer isn\u2019t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves\u2019 tools, tinker\u2019s tools.\r\n\r\n[b]Spell Slots.[\/b] Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.","hit_dice":"1d8","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per artificer level after 1st","armor_proficiencies":"Light armor, medium armor, shields","weapon_proficiencies":"Simple weapons","tools":"Thieves' tools, tinker's tools, one type of artisan's tools of your choice","saving_throws":"Constitution, Intelligence","skills":" Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand\r\n\r\nThe secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master\u2019s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li]any two simple weapons of your choice[\/li]\r\n[li]a light crossbow and 20 bolts[\/li]\r\n[li]your choice of studded leather armor or scale mail[\/li]\r\n[li]thieves\u2019 tools and a dungeoneer\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"You\u2019ve studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don\u2019t appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.\r\n\r\n[b]Tools Required[\/b]\r\nYou produce your artificer spell effects through your tools. You must have a spellcasting focus\u2014specifically thieves\u2019 tools or some kind of artisan\u2019s tool\u2014in hand when you cast any spell with this Spellcasting feature (meaning the spell has an \u2018M\u2019 component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, \u201cEquipment,\u201d in the Player\u2019s Handbook for descriptions of these tools.\r\n\r\nAfter you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.\r\n\r\n[b]Cantrips (0-Level Spells)[\/b]\r\nAt 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.\r\n\r\nWhen 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.\r\n\r\n[b]Preparing and Casting Spells[\/b]\r\nThe 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\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou 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.\r\n\r\nFor 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\u2019t remove it from your list of prepared spells.\r\n\r\nYou 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.\r\n\r\n[b]THE MAGIC OF ARTIFICE[\/b]\r\n\r\nAs an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you\u2019re using a tool to perform the spell effect. If you cast cure wounds using alchemist\u2019s supplies, you could be quickly producing a salve. If you cast it using tinker\u2019s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.\r\n\r\nThe same principle applies when you prepare your spells. As an artificer, you don\u2019t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you\u2019ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal\u2014perhaps modifying a tool so that it channels heat instead of healing energy.\r\n\r\nSuch details don\u2019t limit you in any way or provide you with any benefit beyond the spell\u2019s effects. You don\u2019t have to justify how you\u2019re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.\r\n\r\n[b]Spellcasting Ability[\/b]\r\nIntelligence 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.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Intelligence modifier\r\n\r\n[b]Ritual Casting[\/b]\r\nYou can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.","class_features":"[h3][u][b]Infuse Item[\/b][\/u][\/h3]\r\n\r\nAt 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.\r\n\r\nInfusions Known\r\nWhen you gain this feature, pick four artificer infusions to learn, choosing from the \u201cArtificer Infusions\u201d section at the end of the class\u2019s 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.\r\n\r\nWhenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.\r\n\r\nInfusing an Item\r\nWhenever you finish a long rest, you can touch a non-magical 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\u2019s 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 \u201cAttunement\u201d in chapter 7 of the Dungeon Master\u2019s Guide).\r\n\r\nYour 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.\r\n\r\nYou 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.\r\n\r\nIf an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.\r\n\r\n[h3][u][b]Artificer Specialist[\/b][\/u][\/h3]\r\n\r\nArtificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.\r\n\r\n[u][b][h3]The Right Tool for the Job[\/h3]\r\n[\/b][\/u]\r\nAt 3rd level, you learn how to produce exactly the tool you need: with thieves\u2019 tools or artisan\u2019s tools, you can magically create one set of artisan\u2019s 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.\r\n\r\n[u][b][h3]Ability Score Improvement[\/h3]\r\n[\/b][\/u]\r\nWhen you reach 4th, 8th, 12th, 16th, and 19th level, you can 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\u2019t increase an ability score above 20 using this feature.\r\n\r\n[b][u][h3]Tool Expertise[\/h3]\r\n[\/u][\/b]\r\nStarting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.\r\n\r\n[b][u][h3]Flash of Genius[\/h3]\r\n[\/u][\/b]\r\nStarting at 7th level, you gain 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.\r\n\r\nYou 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.\r\n\r\n[b][u][h3]Magic Item Adept[\/h3]\r\n[\/u][\/b]\r\nWhen you reach 10th level, you achieve a profound understanding of how to use and make magic items:\r\n\r\nYou can attune to up to four magic items at once.\r\nIf 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.\r\n[b][u][h3]Spell-Storing Item[\/h3]\r\n[\/u][\/b]\r\nAt 11th level, you learn how to 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\u2019t have it prepared).\r\n\r\nWhile holding the object, a creature can take an action to produce the spell\u2019s 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\u2019s 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.\r\n\r\n[b][u][h3]Magic Item Savant[\/h3]\r\n[\/u][\/b]\r\nAt 14th level, your skill with magic items deepens more:\r\n\r\n[ul]\r\n[li]You can attune to up to five magic items at once.[\/li]\r\n[li]You ignore all class, race, spell, and level requirements on attuning to or using a magic item.[\/li]\r\n[li]Magic Item Master[\/li]\r\n[li]Starting at 18th level, you can attune to up to six magic items at once.[\/li]\r\n[\/ul]\r\n\r\n[b][u][h3]Soul of Artifice[\/h3]\r\n[\/u][\/b]\r\nAt 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:\r\n\r\n[ul]\r\n[li]You gain a +1 bonus to all saving throws per magic item you are currently attuned to.[\/li]\r\n[li]If you\u2019re reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.[\/li]\r\n[li]Artificer Infusions[\/li]\r\n[li]Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item.[\/li]\r\n[\/ul]\r\n\r\nThe description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.\r\n\r\nSome infusions specify a minimum artificer level. You can\u2019t learn such an infusion until you are at least that level.\r\n\r\nUnless an infusion\u2019s description says otherwise, you can\u2019t learn an infusion more than once.\r\n\r\n[b]Arcane Propulsion Armor[\/b]\r\nPrerequisite: 14th-level artificer\r\nItem: A suit of armor (requires attunement)\r\n\r\nThe wearer of this armor gains these benefits:\r\n\r\n[ul]\r\n[li]The wearer\u2019s walking speed increases by 5 feet.[\/li]\r\n[li]The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack\u2019s target, then immediately returns to the wearer and reattaches.[\/li]\r\n[li]The armor can\u2019t be removed against the wearer\u2019s will.[\/li]\r\n[li]If the wearer is missing any limbs, the armor replaces those limbs\u2014hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.[\/li]\r\n[\/ul]\r\n[b]Armor of Magical Strength[\/b]\r\nItem: A suit of armor (requires attunement)\r\n\r\nThis armor has 6 charges. The wearer can expend the armor\u2019s charges in the following ways:\r\n\r\nWhen the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.\r\nIf the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.\r\nThe armor regains 1d6 expended charges daily at dawn.\r\n\r\n[b]Boots of the Winding Path[\/b]\r\nPrerequisite: 6th-level artificer\r\nItem: A pair of boots (requires attunement)\r\n\r\nWhile wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.\r\n\r\n[b]Enhanced Arcane Focus[\/b]\r\nItem: A rod, staff, or wand (requires attunement)\r\n\r\nWhile holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.\r\n\r\nThe bonus increases to +2 when you reach 10th level in this class.\r\n\r\n[b]Enhanced Defense[\/b]\r\nItem: A suit of armor or a shield\r\n\r\nA creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.\r\n\r\nThe bonus increases to +2 when you reach 10th level in this class.\r\n\r\n[b]Enhanced Weapon[\/b]\r\nItem: A simple or martial weapon\r\n\r\nThis magic weapon grants a +1 bonus to attack and damage rolls made with it.\r\n\r\nThe bonus increases to +2 when you reach 10th level in this class.\r\n\r\n[b]Helm of Awareness[\/b]\r\nPrerequisite: 10th-level artificer\r\nItem: A helmet (requires attunement)\r\n\r\nWhile wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can\u2019t be surprised, provided it isn\u2019t incapacitated.\r\n\r\n[b]Homunculus Servant[\/b]\r\nItem: A gem or crystal worth at least 100 gp\r\n\r\nYou learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature\u2019s heart, around which the creature\u2019s body instantly forms.\r\n\r\nYou determine the homunculus\u2019s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.\r\n\r\nThe homunculus is friendly to you and your companions, and it obeys your commands. See this creature\u2019s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.\r\n\r\nIn 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.\r\n\r\nThe 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.\r\n\r\nHOMUNCULUS SERVANT\r\nTiny construct\r\n\r\nArmor Class 13 (natural armor)\r\n\r\nHit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)\r\n\r\nSpeed 20 ft., fly 30 ft.\r\n\r\nSTR 4 (\u22123)\r\nDEX 15 (+2)\r\nCON 12 (+1)\r\nINT 10 (+0)\r\nWIS 10 (+0)\r\nCHA 7 (\u22122)\r\nSaving Throws Dex +2 plus PB\r\n\r\nSkills Perception +0 plus PB \u00d7 2, Stealth +2 plus PB\r\n\r\nDamage Immunities poison\r\n\r\nCondition Immunities exhaustion, poisoned\r\n\r\nSenses darkvision 60 ft., passive Perception 10 + (PB \u00d7 2)\r\n\r\nLanguages understands the languages you speak\r\n\r\nChallenge \u2014 Proficiency Bonus (PB) equals your bonus\r\n\r\nEvasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can\u2019t use this trait if it\u2019s incapacitated.\r\n\r\nActions\r\n\r\nForce Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.\r\n\r\nReactions\r\n\r\nChannel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.\r\n\r\n\r\n\r\n[b]Mind Sharpener[\/b]\r\nItem: A suit of armor or robes\r\n\r\nThe infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item\u2019s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.\r\n\r\n[b]Radiant Weapon[\/b]\r\nPrerequisite: 6th-level artificer\r\nItem: A simple or martial weapon (requires attunement)\r\n\r\nThis magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.\r\n\r\nThe weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker\u2019s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.\r\n\r\n[b]Repeating Shot[\/b]\r\nItem: A simple or martial weapon with the ammunition property (requires attunement)\r\n\r\nThis magic weapon grants a +1 bonus to attack and damage rolls made with it when it\u2019s used to make a ranged attack, and it ignores the loading property if it has it.\r\n\r\nIf 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.\r\n\r\n[b]Replicate Magic Item[\/b]\r\nUsing this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table\u2019s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.\r\n\r\nIn the tables, an item\u2019s entry tells you whether the item requires attunement. See the item\u2019s description in the Dungeon Master\u2019s Guide for more information about it, including the type of object required for its making.\r\n\r\nReplicable Items (2nd-Level Artificer)\r\nMagic Item Attunement\r\nAlchemy jug No\r\nBag of holding No\r\nCap of water breathing No\r\nGoggles of night No\r\nRope of climbing No\r\nSending stones No\r\nWand of magic detection No\r\nWand of secrets No\r\nReplicable Items (6th-Level Artificer)\r\nMagic Item Attunement\r\nBoots of elvenkind No\r\nCloak of elvenkind Yes\r\nCloak of the manta ray No\r\nEyes of charming Yes\r\nGloves of thievery No\r\nLantern of revealing No\r\nPipes of haunting No\r\nRing of water walking No\r\nReplicable Items (10th-Level Artificer)\r\nMagic Item Attunement\r\nBoots of striding and springing Yes\r\nBoots of the winterlands Yes\r\nBracers of archery Yes\r\nBrooch of shielding Yes\r\nCloak of protection Yes\r\nEyes of the eagle Yes\r\nGauntlets of ogre power Yes\r\nGloves of missile snaring Yes\r\nGloves of swimming and climbing Yes\r\nHat of disguise Yes\r\nHeadband of intellect Yes\r\nHelm of telepathy Yes\r\nMedallion of thoughts Yes\r\nNecklace of adaptation Yes\r\nPeriapt of wound closure Yes\r\nPipes of the sewers Yes\r\nQuiver of Ehlonna No\r\nRing of jumping Yes\r\nRing of mind shielding Yes\r\nSlippers of spider climbing Yes\r\nWinged boots Yes\r\nReplicable Items (14th-Level Artificer)\r\nMagic Item Attunement\r\nAmulet of health Yes\r\nBelt of hill giant strength Yes\r\nBoots of levitation Yes\r\nBoots of speed Yes\r\nBracers of defense Yes\r\nCloak of the bat Yes\r\nDimensional shackles No\r\nGem of seeing Yes\r\nHorn of blasting No\r\nRing of free action Yes\r\nRing of protection Yes\r\nRing of the ram Yes\r\n\r\n[b]Repulsion Shield[\/b]\r\nPrerequisite: 6th-level artificer\r\nItem: A shield (requires attunement)\r\n\r\nA creature gains a +1 bonus to Armor Class while wielding this shield.\r\n\r\nThe shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield\u2019s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.\r\n\r\n[b]Resistant Armor[\/b]\r\nPrerequisite: 6th-level artificer\r\nItem: A suit of armor (requires attunement)\r\n\r\nWhile 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.\r\n\r\n[b]Returning Weapon[\/b]\r\nItem: A simple or martial weapon with the thrown property\r\n\r\nThis magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder\u2019s hand immediately after it is used to make a ranged attack.\r\n\r\n[b]Spell-Refueling Ring[\/b]\r\nPrerequisite: 6th-level artificer\r\nItem: A ring (requires attunement)\r\n\r\nWhile 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\u2019t be used again until the next dawn.","subclass_options":"","table_data":"Level | XP | Abilities\r\n1 | 0 | Favored Enemy, Natural Explorer\r\n2 | 300 | Fighting Style (Archer), Spellcasting\r\n3 | 900 | Ranger Archetype (Windwalker), Primeval Awareness, Archetype: Choose Feat\r\n4 | 2,700 | Ability Score Improvement\r\n5 | 6,500 | Extra Attack","source":"dnd 5e source book","jsondata":"","tags":"class","templateId":"5460","blockId":"1404511","world":"969a1843-655d-4f60-9719-78a8dbd6ac5a","folder":"26956","isShared":"on"}