Kip Brushcutter
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (mini mum 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 ofyour 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 infu sion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag ofholding, its contents harmlessly appear in and around its space.
FLASH OF GENIUS
7th-level artificer feature
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.
MAGIC ITEM ADEPT
10th-level artificer feature
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 com
mon or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
SPELL- STORING ITEM
11th-levelartificerfeature
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, choos ing 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 re quires 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.
ARTIFICER SPECIALIST
3rd-level artificer feature
Choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith, each of which is detailed after the class's description. Your choice grants you features at 5th level and again at 9th and
15th level.
THE RIGHT TOOL FOR THE
3rd-level artificer feature
OB
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 ofyou. This cre ation 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.
ABILITY SCORE IMPROVEMENT
4th-level artificer feature
When you reach 4th level and again at 8th, 1 2th, 16th, and 19th level, you can increase one abil ity 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.
TOOL EXPERTISE
6th-level artificer feature
Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
This message was last edited by the GM at 21:05, Sun 29 May 2022.