Page 58 - Eberron -Rising from the Last War_Neat
P. 58

INFUSE IT M
                         E
             At 2nd level, you gain the ability  o   imbue mundane
                                       t
             items with certain magical infusions. The magic items
             you create with this feature are effectively prototypes of
             permanent items.

             INFUSIONS KNOWN
             When you gain this feature, pick four artificer infusions
             to learn, choosing from the "Artificer Infusions" section
             at the end of the class's 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.
              Whenever you gain a level in this class, you can re­
             place one of the artificer infusions you learned with
             a new one.

             INFUSING AN ITEM
             Whenever you finish a long rest, you can touch a non­
                                                                  ALCHEMIST
             magical object and imbue it with one of your artificer in­
                                                                  W  I TH
             fusions, turning it into a magic item. An infusion works   liOMUNCULUS
             on only certain kinds of objects, as specified in the infu­  SERVANT
             sion'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 "Attune­
             ment" in chapter 7 of the Dungeon M a ster's Guide).
              Your infusion remains in an item indefinitely, but
                                                                                          V
             when you die, the infusion vanishes after a number of   ABILITY  S C ORE I M  PRO E M  E N  T
             days have passed equal to your Intelligence modifier   When you reach 4th, 8th,  2 th, 16th, and 19th level, you
                                                                                   1
             (minimum of 1 day). The infusion also vanishes if you   can increase one ability score of your choice by 2, or
             give up your knowledge of the infusion for another one.   you can increase two ability scores of your choice by 1 .
              You can infuse more than one nonmagical object at   As normal, you can't increase  n   ability score above 20
                                                                                       a
             the end of a long rest; the maximum number of objects   using this feature.
             appears in the Infused Items column of the Artificer ta­
             ble. You must touch each of the objects, and each of your   TOOL EXPERTIS E
             infusions can be in only one object at a time. Moreover,
                                                                                                  i
             no object can bear more than one of your infusions at a   Starting at 6th level, your proficiency bonus  s   doubled
             time. If you try to exceed your maximum number of in­  for any ability check you make that uses your proficiency
             fusions, the oldest infusion immediately ends, and then   with a tool.
             the new infusion applies.
                                                               FLASH  OF  GENIUS
                T
            AR I F I C E R   S P E C I A  L I S T              Starting at 7th level, you gain the ability to come up with
             At 3rd level, you choose the type of specialist you are:   solutions under pressure. When you or another creature
             Alchemist, Artillerist, or Battle Smith, each of which is   you can see within 30 feet of you makes an ability check
             detailed at the end of the class's description. Your choice   or a saving throw, you can use your reaction to add your
            grants you features at 5th level and again at 9th and   Intelligence modifier to the roll.
             15th level.                                        You can use this feature a number of times equal to
                                                              your Intelligence modifier (minimum of once). You re­
             THE  R  I G HT TOOL FOR THE  OB                  gain all expended uses when you finish a long rest.
                                                                          E
            At 3rd level, you learn how to produce exactly the tool   MAGIC  IT M    ADEPT
            you need: with tinker's tools in hand, you can magically
             create one set of artisan's tools in an unoccupied space   When you reach 10th level, you achieve a profound un­
            within 5 feet of you. This creation requires  1  hour of   derstanding of how to use and make magic items:
            uninterrupted work, which can coincide with a short   •  You can attune to up to four magic items at once.
            or long rest. Though the product of magic, the tools   •  If you craft a magic item with a rarity of common or
            are nonmagical, and they vanish when you use this fea­  uncommon, it takes you a quarter of the normal time,
            ture again.                                         and it costs you half as much of the usual gold.






                                                                                CHAPTER 1  I  CHARACTER CREATION
                                                                                                                 57
   53   54   55   56   57   58   59   60   61   62   63